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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.

No signup. No credit card. Works with any HTML5 export.
Instant playable link 330+ edge cities Secure & private
ZIP my-game.zip Godot · HTML5 export ├ index.html ├ game.js  └ sprites/ unzip ✓ minify ✓ edge deploy ✓ my-game.fylo.live LIVE ~100ms SCORE 04870 60 FPS
Made your game with AI? Publish straight from

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
The problem

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.

Faster experience, lowest latency

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.
Time to first byte — what the player’s browser waits for
Single faraway origin612 ms
Fylo.Host edge~100 ms
Sprite payload after WebP840 KB → 96 KB
Origin figure measured on a real site before moving to Fylo.Host; edge figure is the median TTFB across 35 global regions on sites we host today. Image figure is a real conversion result. Open any live site and check the network tab yourself.
How it works

From export to playable in three steps

STEP 01

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.

// your export folder
index.html
game.js · assets/ · audio/
STEP 02

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.

// on upload
unzip my-game.zip ✓
minify + webp ✓
warm edge cache ✓
STEP 03

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.

TYPICAL HOST
612ms
FYLO.HOST
~100ms
Made with AI

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 converter

A 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 folder

Let 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.

Make me a neon Breakout game and publish it to Fylo as breakout
publish_site
Done. Your game is live at breakout.fylo.live. Want me to start a devlog on it too?
https://fylo.host/mcp
Needs a free Fylo account. Some chat apps keep custom connectors to their paid plans. Setup guide for each app
Complete static site hosting

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.

Devlog

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.

Start your devlog freeRead the blog docsEvery blog feature on every plan. The 7-day free trial includes the full blog.
SEO + GEO

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.

No surprises

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.

Canvas, WebGL & WebAudio

Your game runs entirely in the player’s browser, exactly as it did locally. Rendering, shaders and sound need nothing from the server.

Gamepad & touch input

The Gamepad API, pointer events and touch controls are browser features — they work on your Fylo URL the same as anywhere.

Saves via localStorage

High scores and save games persist per domain in the player’s browser. Your subdomain is stable, so saves survive between sessions.

Multi-file builds & clean URLs

Upload the whole export — nested folders, levels, JSON data. Sub-pages and asset paths work out of the box.

Sprite sheets to WebP

Heavy PNG atlases are converted to WebP and served from your own domain. Anything that would get larger keeps its original.

Engine bundle loads first

The JavaScript delay toggle has an exclusion list — add your engine bundle so it loads immediately while everything else stays lean.

Built for

Who hosts games on Fylo.Host

Game jam entriesLudum Dare or GMTK deadline in an hour? ZIP, drop, paste the link in your submission.
Portfolio piecesA playable link on your CV beats a screenshot. Recruiters click, play, remember.
Engine exportsGodot, Phaser, Construct and GDevelop HTML5 exports — uploaded as-is.
Playtest buildsSend testers a private link per build. Watch plays land in analytics.
Student projectsClass assignments and coursework, shared with a link instead of a folder.
Playable ads & promosA tiny game on a campaign page converts better than another banner.
How we compare

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.

FeatureFylo.Hostitch.ioGitHub PagesTiiny.host
Instant ZIP upload, no account to try ✓Account required✗✓
Standalone link, no iframe or portal page ✓Embedded player✓✓
Custom subdomain on upload ✓Project URLRepo 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 siteJekyll, by hand✗
Sitemap, schema and llms.txt generated ✓On itch.io’s domainSitemap plugin✗
Broken link checker ✓✗✗✗
Publish your game free No signup. No credit card.
FAQ

HTML game hosting, answered

Godot HTML5 exports work out of the box — ZIP the export folder and upload it. Unity WebGL builds also run; the trial and Starter hold 500 MB, and larger builds need Pro or Business with more storage.
Fylo.Host serves static files, so it doesn’t run game servers. Games that connect to external services from the browser — Firebase, Supabase, Photon, Colyseus Cloud or your own server hosted elsewhere — work fine, because the connection is made by the player’s browser.
A 7-day free trial gives you 2 projects and 500 MB of storage — enough for most jam entries and Phaser or Construct games. Paid plans go up to 10 GB for heavier builds with large sprite sheets and audio.
Without an account, an upload stays live for 30 minutes, so log in to keep it. Start a 7-day free trial to keep it online and pick a plan to keep it after day 7. Games on paid plans stay live for the length of the plan.
Yes. It’s your game and your page — ad scripts, sponsor links and payment buttons you add yourself all work. Fylo.Host never injects third-party ads into your game. Free projects show a small Fylo badge, which is removed on paid plans.
No. Minification and edge caching never touch how your game runs. WebP conversion skips anything that would get larger, and JavaScript delay has an exclusion list — for games we recommend excluding your engine bundle so it loads immediately. Every toggle is reversible in one click.
Yes. Turn on the blog for your game’s site and write posts in a WordPress-style editor. They publish at /blog/ on the same domain as the game, with categories, authors, comments and an RSS feed. Every blog feature is on every plan; the 7-day free trial includes the full blog.
Search engines need crawlable pages and a sitemap; AI assistants such as ChatGPT, Claude and Perplexity read llms.txt and clean text. When the blog is on, Fylo.Host writes sitemaps, robots.txt, schema markup, llms.txt and a Markdown copy of every post on publish. That is SEO plus GEO, also called AEO, and a devlog gives both something to rank and quote.
Yes. If the AI gave you one HTML file, paste it into the HTML to website converter. If it’s a folder, ZIP it or drag the folder onto the uploader. You can also connect the Fylo.Host MCP server (https://fylo.host/mcp) to Claude, ChatGPT, Claude Code or Cursor so the AI publishes and updates the game for you. It needs a free Fylo account, and some chat apps limit custom connectors to their paid plans.
Yes, once the blog is on: a site sitemap, a blog sitemap, robots.txt and llms.txt are written on publish. A sitemap.xml or robots.txt you uploaded yourself is never overwritten, and each file can be switched off in Blog → Settings → SEO + GEO.

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.