Before you start
You need a PEERLESS account with a verified email address. Open Creator studio and activate creator access; publishing has no upfront fee.
This guide uses the Three.js starter because it runs from any static web server. The steps are the same for other engines; only the export changes. See the engine guides for Godot, Unity and Unreal.
1. Download a starter
Download the Three.js starter and unzip it. It contains index.html, game.js, the browser SDK and a local copy of Three.js, so nothing loads from a CDN.
2. Run it locally
Browsers block JavaScript modules opened through file://, so serve the folder over HTTP:
npx http-server .Open the printed address and move the cube with the arrow keys. Open the browser console and confirm there are no errors.
3. Make it yours
Edit game.js. Keep asset paths relative (for example ./assets/ship.glb) so the build works from any folder. The starter already calls Peerless.init(). Outside PEERLESS that call selects standalone mode and makes no network request, so the game keeps working on your machine and anywhere else you publish it.
const context = await Peerless.init();
if (context.mode === "peerless") {
// Running inside the PEERLESS player.
console.log("Playing as", context.player?.playerName);
}4. Package the build
ZIP the contents of the folder so index.html sits at the root of the archive. A wrapping folder changes the entrypoint path.
index.html
game.js
peerless-sdk.js
vendor/three.module.js
assets/…5. Create the listing and upload
- In Creator studio choose New Game and save a draft. You can come back to it at any time.
- Add a cover, a hero image and at least one screenshot. A trailer link is optional.
- Open Builds & releases, choose Three.js, keep
index.htmlas the entrypoint and upload the ZIP. - Leave Multiplayer and Threads off for this starter.
6. Pass checks and submit
The upload is scanned and loaded in an isolated browser. Fix any reported finding and upload a replacement build if needed. When the checks pass, preview your store page and choose Submit for review.
Staff either approve the release or request changes with a note. After approval you publish the game, and players can open its page and play.