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Overview

Windows is the largest PC gaming market. This guide walks you through creating a Windows build of your game. Time to complete: 10-15 minutes (first time)
Good news: Windows export is simpler than macOS! No bundle identifiers or code signing complexities (unless you want them).

Prerequisites

Enable S3TC BPTC Texture Compression

Windows graphics cards use S3TC/BPTC texture compression.
1

Open Project Settings

Go to Project → Project Settings in the menu bar
2

Navigate to Textures

Rendering → Textures → VRAM Compression
3

Enable S3TC BPTC

Toggle Import S3TC BPTC to On
4

Wait for Reimport

Summer will reimport all textures (1-5 minutes)Progress shown in bottom status bar. Keep Summer open during this.
Also releasing on Mac? Enable Import ETC2 ASTC too. Both formats can coexist - just enable them both at once to avoid re-importing twice.

Creating a Windows Export Preset

1

Open Export Menu

Go to Project → Export in the menu bar
2

Add Windows Preset

Click Add… → Select Windows DesktopYou’ll see the Windows export configuration panel.
3

Configure Settings

Windows is simpler than Mac - most defaults work fine!
Binary Format:
  • Architecture: x86_64 ✅ (64-bit, modern Windows)
    • Don’t use x86_32 (32-bit) unless you have a specific reason
    • 64-bit supports more RAM and is standard for games
Embed PCK:
  • On ✅ - Creates single .exe file (easier distribution)
  • Off - Creates .exe + .pck file (slightly faster loading)
For Steam and itch.io: Use Embed PCK: On for single-file distribution. Players prefer downloading one file.
Debug Settings:
  • Export Console Wrapper:
    • Debug Only ✅ - Recommended for testing (shows console output in test builds)
    • No - For final release
    • Debug and Release - If you want console output in released game
Application:
  • Icon: (Optional) Browse to a .ico file for your game’s Windows icon
  • Company Name: Your studio name
  • Product Name: Your game’s name
  • File Description: Brief game description
  • Copyright: Copyright text (e.g., ”© 2024 Your Studio”)

Exporting Your Windows Game

1

Set Export Path

Click the folder icon next to Export PathChoose where to save (e.g., C:\Users\YourName\Desktop\MyGame.exe)
2

Click Export Project

Bottom right: Export Project…
3

Wait for Export

Takes 30 seconds to 2 minutes. Progress bar shows status.
4

Done!

Your Windows game is ready!

Testing Your Windows Build

Test on Your PC First

  1. Navigate to export location
  2. Double-click MyGame.exe
  3. If Windows Defender SmartScreen appears:
    • Click More info
    • Click Run anyway
    • This is normal for unsigned executables
The SmartScreen warning appears because your game isn’t code signed. This is normal during development and for itch.io releases. Steam-distributed games don’t show this warning.

Test on a Different Windows PC

Critical for catching issues! Test on:
  • ✅ A friend’s PC
  • ✅ A clean Windows install (virtual machine works)
  • ✅ Windows 10 AND Windows 11 (if possible)
What to verify:
  • Game launches without errors
  • Graphics render correctly
  • Audio works (no crackling or silence)
  • Controls work (keyboard, mouse, gamepad)
  • Windowed and fullscreen modes work
  • Save files persist after closing

Code Signing (Optional)

Code signing removes the Windows Defender SmartScreen warning. Do you need it?
Publishing ToCode Signing Recommended?
Steam❌ No - Steam handles it
itch.io❌ No - Players expect unsigned indie games
Direct download✅ Yes - Improves trust, prevents warnings

How to Code Sign (Advanced)

Requirements:
  • EV Code Signing Certificate (~$400/year from DigiCert, Sectigo, etc.)
  • signtool.exe (included with Windows SDK)
Process:
  1. Export your game as .exe
  2. Sign the exe with signtool:
    signtool sign /f "YourCert.pfx" /p "password" /tr http://timestamp.digicert.com /td sha256 /fd sha256 MyGame.exe
    
  3. Distribute the signed exe
Code signing is expensive ($400/year minimum). Only worth it if you’re doing direct downloads (not Steam/itch.io).For your first game release, skip code signing and use Steam or itch.io instead.

Export Formats

Summer Engine can export Windows games in different formats:
  • Export as: MyGame.exe
  • Embed PCK: On
  • Best for: Steam, itch.io, direct downloads
  • Players get: One file to run

Executable + Data Pack

  • Export as: MyGame.exe
  • Embed PCK: Off
  • Best for: Faster loading times (minor difference)
  • Players get: MyGame.exe + MyGame.pck (must keep both files together)

ZIP Archive

  • Export as: MyGame.zip
  • Best for: Manual distribution
  • Contains: All game files in compressed archive
For most games: Use single executable with Embed PCK enabled. It’s the most user-friendly option.

Common Windows-Specific Issues

”VCRUNTIME140.dll not found”

Cause: Missing Visual C++ Runtime on user’s PC. Solution:
  • Most Windows PCs already have this
  • For clean installs, users can download from Microsoft
  • Summer Engine exports include these by default

Graphics Not Working

Possible causes:
  • Outdated GPU drivers
  • Missing DirectX 11 (Windows 7/8)
  • Integrated Intel GPU (may need settings adjustment)
Solution: Have users update GPU drivers from manufacturer website.

Game Runs Slowly on Windows

Check:
  • Are you running in Debug mode? Export as Release for final version
  • Is the user’s PC below minimum specs?
  • Profile performance in editor first (Debug → Profiler)

File Size Optimization

Typical Windows export sizes:
  • Small 2D: 60-120 MB
  • Medium 3D: 220-450 MB
  • Large 3D: 600 MB - 2 GB
Summer Engine runtime on Windows: ~70MB To reduce size:
  1. Compress audio: Use Ogg Vorbis instead of WAV
  2. Optimize textures: Ensure S3TC BPTC is enabled (you did this!)
  3. Remove debug symbols: Export as Release, not Debug
  4. Strip unused resources: Clean unused assets from project before export

Next Steps

Now that you have a Windows build: Need help? DiscordX/Twitter @SummerEngineCom[email protected]