Package the export
ZIP the files your browser runs (not your editor project) with the entrypoint at the root of the archive. A wrapping folder changes the entrypoint path.
- Include HTML, JavaScript, WebAssembly, CSS, images, audio and engine data files.
- Keep file names exactly as exported, including letter case.
- Executables, installers, nested archives and symlinks are rejected.
Standard browser uploads allow 100 MB compressed, 500 MB expanded and 5,000 files. The upload form shows the limits for your plan, and an interrupted upload resumes when you select the same ZIP again.
Upload settings
| Setting | Use |
|---|---|
| Engine | Three.js (any JavaScript bundle), Godot HTML5, Unity Web or Unreal HTML5. |
| Entrypoint | The HTML file to open, usually index.html. |
| Allowed origins | Every external HTTPS or WSS origin the game contacts. Leave empty for self-contained games. |
| Threads | Only for exports that need SharedArrayBuffer. See cross-origin isolation. |
| Multiplayer | Only when the build integrates a multiplayer path, with a tested room cap from 2 to 16 for relay rooms. |
| Release label and notes | Your version (for example 1.4.2) and internal notes. |
Import from a repository
Instead of a ZIP, import a public GitHub or GitLab repository and select the folder containing the built export. PEERLESS imports the files; it does not run your build scripts.
Managed backends
For a game with a managed Node server, upload the combined client and server package made by the managed Node kit and choose Peerless-managed Node server. PEERLESS installs your pinned production dependencies in an isolated server build. See Dedicated and managed servers.