Why it matters How it works What runs FAQ Dashboard
FREE TO START · NO SIGNUP · LIVE IN 5s

Free web hosting for HTML games

Built something in Phaser, Godot, Construct or plain Canvas? Drop the ZIP and get a playable link in seconds — no repo, no build step, no iframe. Your game’s files are served from the edge city nearest each player, so they’re playing before a slow host would finish its handshake.

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.dev LIVE ~100ms SCORE 04870 60 FPS
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 on the homepage. 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
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 and GitHub Pages is a great deploy target for repos. When what you want is a fast, standalone playable link with zero setup, 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
Publish your game free No signup. No credit card.
FAQ

Got questions?

Godot HTML5 exports work out of the box — ZIP the export folder and upload it. Unity WebGL builds also run, but most exceed the free plan limit of 10 MB, so larger builds need a paid plan 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.
Free accounts get 1 project and 10 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.
Links stay live as long as people visit them. A free link with no visits in 45 days is cleaned up automatically. 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.

Players quit slow games
before they load.

Upload once. We handle the milliseconds.

Publish your game free No signup. No server setup. Playable in seconds.