> ## Documentation Index
> Fetch the complete documentation index at: https://docs.summerengine.com/llms.txt
> Use this file to discover all available pages before exploring further.

# Publishing Overview

> Everything you need to release your Summer Engine game to players

## 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.

<Note>
  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.
</Note>

## Choose Your Path

<CardGroup cols={2}>
  <Card title="Export for macOS" icon="apple" href="/publishing/macos-export">
    Build games for Mac computers (Intel & Apple Silicon)
  </Card>

  <Card title="Export for Windows" icon="windows" href="/publishing/windows-export">
    Build games for Windows PCs (the largest gaming market)
  </Card>

  <Card title="Publish to Steam" icon="steam" href="/publishing/steam">
    Release on the world's largest PC gaming platform
  </Card>

  <Card title="Publish to itch.io" icon="gamepad" href="/publishing/itch-io">
    Quick indie game releases with no approval process
  </Card>
</CardGroup>

## 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](/publishing/consoles)

## 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 |

<Tip>
  **Releasing on Steam to both Mac and Windows?** Enable both ETC2 ASTC and S3TC BPTC. This is the most common setup for indie games.
</Tip>

**What happens when you enable these?**

* 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

**Why aren't these enabled by default?**

* 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

**Export doesn't fix bugs** - it packages your game as-is.

## Typical Publishing Workflow

Here's the recommended order for releasing your first game:

<Steps>
  <Step title="Enable Texture Formats">
    Set up ETC2 ASTC and/or S3TC BPTC based on target platforms (one-time setup)
  </Step>

  <Step title="Export for Your Platform">
    Follow the guide for [macOS](/publishing/macos-export) or [Windows](/publishing/windows-export)
  </Step>

  <Step title="Test the Exported Build">
    Run your exported game on a **different computer** (not your dev machine) to catch issues
  </Step>

  <Step title="Publish to itch.io (Easiest)">
    [Upload to itch.io](/publishing/itch-io) - no approval process, instant publishing
  </Step>

  <Step title="Publish to Steam (Optional)">
    [Submit to Steam](/publishing/steam) - larger audience, more complex setup
  </Step>
</Steps>

## 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

<AccordionGroup>
  <Accordion title="Do I need export templates?">
    **No!** 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.
  </Accordion>

  <Accordion title="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.
  </Accordion>

  <Accordion title="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
  </Accordion>

  <Accordion title="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

    Summer Engine runtime is \~60MB. The rest is your assets (textures, audio, 3D models).
  </Accordion>

  <Accordion title="Can I export for consoles (Switch, PlayStation, Xbox)?">
    Console export requires official developer agreements with platform holders. See our [Console Publishing Guide](/publishing/consoles) for details and recommended porting partners.
  </Accordion>
</AccordionGroup>

## Getting Help

<CardGroup cols={3}>
  <Card title="Discord Community" icon="discord" href="https://discord.gg/yUpgtxnZky">
    Ask in `#game-dev` - friendly community ready to help!
  </Card>

  <Card title="X / Twitter" icon="x-twitter" href="https://x.com/SummerEngineCom">
    Tweet @SummerEngineCom for quick questions
  </Card>

  <Card title="Email Support" icon="envelope" href="mailto:founders@summerengine.com">
    Technical export issues or publishing questions
  </Card>
</CardGroup>

***

## Next Steps

Ready to export? Pick your platform:

<CardGroup cols={2}>
  <Card title="macOS Export Guide" icon="apple" href="/publishing/macos-export">
    Complete walkthrough for Mac builds
  </Card>

  <Card title="Windows Export Guide" icon="windows" href="/publishing/windows-export">
    Complete walkthrough for Windows builds
  </Card>

  <Card title="Publish to Steam" icon="steam" href="/publishing/steam">
    Upload your game to Steam
  </Card>

  <Card title="Publish to itch.io" icon="gamepad" href="/publishing/itch-io">
    Quick indie game publishing
  </Card>
</CardGroup>
