Welcome to Publishing Your Game!
This guide will walk you through exporting and publishing your Summer Engine game. We’ve made it as straightforward as possible, with step-by-step instructions for each platform and distribution method.New to game publishing? Start with macOS or Windows export, then publish to itch.io for your first release. It’s the easiest path to getting your game in players’ hands.
Choose Your Path
Export for macOS
Build games for Mac computers (Intel & Apple Silicon)
Export for Windows
Build games for Windows PCs (the largest gaming market)
Publish to Steam
Release on the world’s largest PC gaming platform
Publish to itch.io
Quick indie game releases with no approval process
Supported Platforms
Desktop (Most Common)
- ✅ Windows - Largest PC gaming market
- ✅ macOS - Growing market, especially with Apple Silicon
- ✅ Linux - Includes Steam Deck support
Mobile
- ✅ Android - Google Play Store + third-party stores
- ✅ iOS - App Store (requires Apple Developer account)
Web
- ✅ HTML5/WebAssembly - Play in browser (itch.io, Newgrounds, your website)
Consoles
- 🚧 Nintendo Switch, PlayStation, Xbox - See console publishing guide
Before You Start
1. First-Time Setup (5 minutes)
You need to enable texture compression for your target platforms. This is a one-time setup per project. Go to: Project → Project Settings → Rendering → Textures → VRAM Compression Enable these formats based on where you’re releasing:| Publishing To | Enable This Format | Why |
|---|---|---|
| Mac, iOS, Android | Import ETC2 ASTC | Apple Silicon & mobile devices use this |
| Windows, Linux | Import S3TC BPTC | PC graphics cards use this |
| Both | Enable BOTH formats | Most common - covers all desktop platforms |
- Summer will reimport all your textures (takes 1-5 minutes depending on project size)
- Project size increases slightly (~30-50% larger on disk)
- Your game will run on those platforms without texture errors
- Not every game needs every platform (web-only games don’t need either format)
- Faster initial project setup for prototyping
- Developer chooses based on target audience
2. Test Your Game First!
Before exporting, make sure your game works properly in the editor:- Run through your game start-to-finish
- Test all major features
- Fix any errors in the Output console
Typical Publishing Workflow
Here’s the recommended order for releasing your first game:1
Enable Texture Formats
Set up ETC2 ASTC and/or S3TC BPTC based on target platforms (one-time setup)
3
Test the Exported Build
Run your exported game on a different computer (not your dev machine) to catch issues
4
Publish to itch.io (Easiest)
Upload to itch.io - no approval process, instant publishing
5
Publish to Steam (Optional)
Submit to Steam - larger audience, more complex setup
Quick Reference: What You Need for Each Platform
itch.io (Recommended First Release)
- ✅ No approval process
- ✅ No fees or revenue share (optional tip jar)
- ✅ Upload and publish in minutes
- ✅ Perfect for playtesting and indie releases
- ❌ Smaller audience than Steam
Steam
- ✅ Largest PC gaming audience
- ✅ Built-in achievements, cloud saves, workshop
- ❌ Requires $100 Steam Direct fee (one-time per game)
- ❌ Approval process (usually 1-3 days)
- ❌ 30% revenue share
Direct Download (Your Website)
- ✅ 100% of revenue
- ✅ Full control over distribution
- ❌ Requires code signing to avoid security warnings
- ❌ No built-in update system
- ❌ Need to handle payments yourself
Common Questions
Do I need export templates?
Do I need export templates?
No! Unlike vanilla Godot, Summer Engine includes export templates in the download.You should be able to export immediately after enabling texture compression formats.If you see “missing templates” errors, contact support - this shouldn’t happen.
Can I export to multiple platforms from one project?
Can I export to multiple platforms from one project?
Yes! Enable both ETC2 ASTC and S3TC BPTC, then create export presets for each platform.Export Mac, Windows, and Linux builds from the same project. Most Steam games do this.
Do I need to code sign my game?
Do I need to code sign my game?
Depends on where you’re releasing:
- Steam: No - Steam handles signing for you
- itch.io: No - players expect indie games unsigned
- Direct download Mac: Yes - or users get “unidentified developer” warnings
- Direct download Windows: Optional - prevents “unknown publisher” warnings
How big will my exported game be?
How big will my exported game be?
Typical sizes:
- Small 2D game: 50-150 MB
- Medium 3D game: 200-500 MB
- Large 3D game: 500 MB - 2 GB
Can I export for consoles (Switch, PlayStation, Xbox)?
Can I export for consoles (Switch, PlayStation, Xbox)?
Console export requires official developer agreements with platform holders. See our Console Publishing Guide for details and recommended porting partners.
Getting Help
Discord Community
Ask in
#game-dev - friendly community ready to help!X / Twitter
Tweet @SummerEngineCom for quick questions
Email Support
Technical export issues or publishing questions

