Free web hosting for HTML games
Built something in Phaser, Godot, Construct or plain Canvas — or had an AI make it? Drop the ZIP and get a playable link in seconds, with no repo, no build step and no iframe. Players load it from the edge city nearest them, and the same site can grow a devlog blog with SEO + GEO built in.
What is free web hosting for HTML games?
Free web hosting for HTML games puts your game’s HTML5 export — index.html, the engine script, sprites and audio — on a server that gives it a public link anyone can open and play in a browser. On Fylo.Host you drop the ZIP or folder on the uploader and the game is live in about five seconds, served from Cloudflare’s edge in 330+ cities, with no account needed to try it.
A 7-day free trial keeps it online and turns the game’s page into a full site: a devlog blog, SEO + GEO files so players can find it, and speed optimization, all run from one dashboard.
- Time to a playable link
- About 5 seconds
- Cost
- 7-day free trial, no card, no signup to try
- Without an account
- Live for 30 minutes
- With a Fylo account
- 2 sites, 500 MB, the full blog
- Engines
- Godot, Phaser, Construct, GDevelop, PixiJS, Canvas
- Bigger builds
- Unity WebGL and heavy audio on paid plans, up to 10 GB
Great games die on bad hosting
You spent weeks on the game and five minutes deciding where to put it. Players feel that decision in the first three seconds.
Stuck inside someone else’s iframe
Embed pages wrap your game in their own layout, ads and scroll traps. When you just want a clean standalone link to share on Discord or a devlog, an iframe on a portal page isn’t it.
Repo ceremony for a jam build
Creating a repository, fixing the branch setting, debugging broken asset paths — all for a 20 MB export you finished at 3 a.m. before the deadline. That’s a deploy pipeline, not a share button.
Players quit before the loading bar fills
A game bundle served from one faraway server crawls in over a slow connection. Every extra second of loading is a player who closes the tab — before they’ve seen a single frame you made.
Your game starts before
slow hosts say hello.
An HTML game is files — the engine bundle, sprites, audio. How fast those files reach the player decides the first playable moment. Fylo.Host attacks that from both ends.
- ✓Served from the city nearest each player. Your files are replicated across 330+ edge locations, so a player in São Paulo and one in Delhi both pull from a node close by — not from one origin an ocean away.
- ✓Smaller payload before it ever ships. HTML and CSS are minified, PNG and JPG sprites converted to WebP, fonts subset to the characters you use. Less to download means less to wait for.
- ✓Edge cache answers in ~100 ms. Pages are held in edge storage and answered without a round trip to any origin — the same layer that serves every site on the platform.
- ✓No noisy neighbours. Every project runs in its own namespace with its own cache and limits. Someone else’s traffic spike never slows your game down.
From export to playable in three steps
Export to HTML5
Godot, Phaser, Construct, GDevelop, PixiJS or plain Canvas — any engine with a web export gives you a folder with an index.html inside.
index.html
game.js · assets/ · audio/
ZIP it and drop it
Compress the folder and drop the ZIP — or drag the folder itself — on the uploader. Pick a subdomain if you like. We unzip, optimize and warm the cache on the way in.
unzip my-game.zip ✓
minify + webp ✓
warm edge cache ✓
Share the link
Live in seconds on its own URL. Post it on Discord, your itch devlog, WhatsApp or a jam page — players click and they’re in the game.
Vibe-coded a game? Ship it from the chat.
Snake, Breakout, a tiny platformer — AI apps are good at small browser games, and bad at putting them online. Pick the route that matches what the AI gave you.
One HTML file
Most games from ChatGPT, Claude or Gemini arrive as a single code block. Paste it, play it in the preview, then publish it. No file and no account.
Open the HTML to website converterA project folder
Built it in Lovable, v0, Manus or Cursor? Export or download the build, then drop the ZIP or the folder on the uploader. Paths, sprites and audio stay where they were.
Upload a ZIP or folderLet the AI publish it
Connect Fylo.Host to Claude, ChatGPT, Claude Code or Cursor once. The AI that wrote the game publishes it, sends back the link and can ship the next version to the same URL.
breakout.fylo.live. Want me to start a devlog on it too?Your game is live. Now get it found.
A playable link is half the job — players still have to find it. On Fylo.Host the page your game lives on can grow into a site with a devlog, an SEO + GEO engine and automatic speed optimization, so Google and AI assistants have something to send players to.
- index.htmlyour game
- blog/devlog
- devlog-3-boss-fight/post
- devlog-3-boss-fight.mdGEO
- sitemap.xmlSEO
- feed.xmlRSS
- sitemap.xmlSEO
- robots.txtSEO
- llms.txtGEO
Devlog blog
Patch notes, dev diaries and “how to play” guides in a WordPress-style editor, published as static pages next to your game.
SEO + GEO
Sitemaps, robots.txt, schema markup, llms.txt and a Markdown copy of every post — for Google, and for ChatGPT, Claude and Perplexity.
Speed optimization
Minified HTML and CSS on every publish; WebP sprites, font subsetting and delayed JavaScript as toggles, with your engine bundle excluded.
Global CDN
Game files and devlog posts cached on Cloudflare’s network in 330+ cities, about 100ms to first byte for players and crawlers alike.
Run your devlog on the same site as your game
Patch notes, dev diaries and control guides are what people search for before they play. Write them like it’s WordPress, publish them at /blog/ on your game’s own domain, and point every post straight at the game.
Blocks that rank
FAQ, table of contents, callout, “Play the game” CTA button, code, table and custom HTML blocks. The FAQ block writes FAQ schema for you.
Looks like your game page
Match my site reuses the header, footer and accent colour of your game’s page, so the devlog feels like part of it.
Player comments
Feedback lands right under the patch notes, with a spam filter and a maths question to keep bots out. Reply from the dashboard.
RSS for followers
A feed.xml for every devlog, so players and feed readers pick up each new update without you posting it anywhere.
Any language
Write in English, Hindi, Tamil, Bengali or any other language, and set the blog’s language and time zone once.
Write from an AI app
Draft and publish devlog posts from Claude through the Fylo.Host MCP connector, without opening the dashboard.
Found on Google. Cited by AI.
Players search Google for games to play in a browser, and more of them now ask ChatGPT, Claude or Perplexity. SEO gets your game page and devlog ranked; GEO — generative engine optimization, also called AEO — gets them read and quoted by AI assistants. Fylo.Host writes the files both need every time you publish.
Sitemaps for site and blog
A root sitemap and a blog sitemap with last-modified dates, ready to submit in Search Console the day your game ships.
Schema markup, inserted
Article, Breadcrumb, FAQ, Organization or Person and WebSite JSON-LD on every devlog post, without writing a line of it.
llms.txt and robots.txt
An index of your game and devlog for AI crawlers, and a robots.txt that points to your sitemap. Only written if you don’t have your own.
A Markdown copy of every post
Each post is also served as clean Markdown at its URL + .md, the format AI assistants read most reliably.
Broken link checker
Dead links to old builds or moved assets are found after every upload and fixed in one click, before a crawler finds the 404.
Local SEO card
Tell search engines who made the game — you as a person or your studio as an organization, with name, logo and URL.
Tip: engine exports often ship with a placeholder <title>. Give your game’s index.html a real title and meta description — it’s what Google shows. Every generated file can be switched off in Blog → Settings → SEO + GEO. See what gets generated.
What works out of the box
It’s static hosting done properly, so everything a browser game needs just runs — no server config, no special game mode.
Your game runs entirely in the player’s browser, exactly as it did locally. Rendering, shaders and sound need nothing from the server.
The Gamepad API, pointer events and touch controls are browser features — they work on your Fylo URL the same as anywhere.
High scores and save games persist per domain in the player’s browser. Your subdomain is stable, so saves survive between sessions.
Upload the whole export — nested folders, levels, JSON data. Sub-pages and asset paths work out of the box.
Heavy PNG atlases are converted to WebP and served from your own domain. Anything that would get larger keeps its original.
The JavaScript delay toggle has an exclusion list — add your engine bundle so it loads immediately while everything else stays lean.
Who hosts games on Fylo.Host
Portals embed you.
We give you your own page.
itch.io is a great storefront with its own devlogs, and GitHub Pages is a great deploy target for repos. When you want a fast, standalone playable link on your own site — with a devlog and SEO built in — that’s us.
| Feature | Fylo.Host | itch.io | GitHub Pages | Tiiny.host |
|---|---|---|---|---|
| Instant ZIP upload, no account to try | ✓ | Account required | ✗ | ✓ |
| Standalone link, no iframe or portal page | ✓ | Embedded player | ✓ | ✓ |
| Custom subdomain on upload | ✓ | Project URL | Repo path | ✓ |
| Assets optimized for youMinify, WebP conversion, font subsetting | ✓ | ✗ | ✗ | ✗ |
| Play analytics included | ✓ | ✓ | ✗ | Paid |
| Update by re-uploading the ZIP | ✓ | ✓ | Git push | ✓ |
| Built-in blog for devlogsPosts on the same site as the game | ✓ | On itch.io’s site | Jekyll, by hand | ✗ |
| Sitemap, schema and llms.txt generated | ✓ | On itch.io’s domain | Sitemap plugin | ✗ |
| Broken link checker | ✓ | ✗ | ✗ | ✗ |
HTML game hosting, answered
Players quit slow games
before they load.
Upload once. We handle the milliseconds — and the sitemap.
Publish your game free No signup. No server setup. Playable in seconds.