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Export and publish a game made in Remix, myPip, Rosebud or Higgsfield Playable

What Remix, myPip, Rosebud and Higgsfield actually let you export, how to turn it into a hostable browser build, and how to publish it on itch.io or Peerless.

Prompt-to-game tools got much bigger this month. Remix launched a desktop app on Oct 26, 2026. myPip came #2 on Product Hunt on Oct 24 and says more than 140,000 people have made games with it. Higgsfield launched Playable on Oct 26. These tools make it easy to start a game. Taking it somewhere else is harder, and each tool handles it differently.

This guide only lists export steps that each tool documents publicly as of October 29, 2026. Where we couldn't find a documented step, we say so. Builders change quickly, so check your own plan's export options before you promise a release date.

What each builder says you can export

Rosebud

Rosebud's getting-started guide says Pro users and above can download their game code from the top menu, "to host your game on your own server or deploy it independently." According to its pricing page, Pro and higher plans also export a Windows build that can go to Steam. Indie Dev and higher plans can view and edit code in the browser, and full commercial rights start at the 10x Dev plan.

Before you sell a Rosebud game anywhere, check that your plan includes commercial rights.

Remix

Remix says that "creators own what they make, so they can export their code". Its project structure docs describe a flat folder containing index.html, a game-main.ts entry module, remix.json, remix.ts (the game's link to the Remix host) and an assets/ folder. When you publish, the Remix CLI compiles game-main.ts and its imports into a single HTML document, and the docs note that "the platform owns preview and compilation."

That means the raw folder isn't a finished web build. To run it elsewhere, you need to:

  • Compile the TypeScript yourself. Any bundler that outputs static files will do.
  • Replace or stub every call that goes through remix.ts. That covers leaderboards, achievements and anything else Remix hosts.

myPip

myPip's launch post mentions multiplayer, in-app purchases, ads, an MCP server and taking "your games beyond the browser." We couldn't find public documentation on downloading a standalone build. Ask myPip directly whether your plan can export HTML and assets, and what license applies to them.

Higgsfield Playable

Higgsfield sells two products (Higgsfield blog):

  • Playable Games, on all plans. It makes a 2D or 3D mobile game from a prompt or a gameplay video.
  • Playable Ads, Enterprise only. It exports a single HTML file of up to 5 MB, formatted for ad networks like AppLovin, Unity Ads and Meta, with a destination URL built in.

An ad export is an interactive ad with a call-to-action link, not a game listing, so don't submit one to a store as a game. We couldn't find a documented export for Playable Games. If Higgsfield adds one, the general steps below apply.

Turn any export into a hostable browser build

Once you have the files, these steps are the same whichever builder you used.

  1. Find the entry point. Your build needs one HTML file that starts the game, usually index.html. If the export only has source code, such as TypeScript or modules with bare imports, run a build first so the browser gets plain JavaScript.
  2. Serve it locally before you trust it. In the build folder, run python -m http.server 8080 and open http://localhost:8080. Then check the browser console and Network tab. Missing files, absolute paths like /assets/... and CORS errors show up here.
  3. Remove the builder's platform calls. Leaderboards, saves, login and multiplayer that the builder hosted won't work off-platform. Replace them with your own backend, the Peerless SDK or a simple local fallback.
  4. Take AI keys out of the browser. If your game calls a model while it runs, the call must go through a server you control. A key inside exported JavaScript can be read by anyone. Our AI-native design guide covers the server boundary and fallbacks.
  5. List every network origin. Write down each HTTPS or WSS host the game contacts, such as your API, a font CDN or a multiplayer server. Peerless asks for exact origins, and wildcards aren't accepted.
  6. Check your rights. Confirm your builder plan lets you publish and sell the output. Then check that any characters, music or artwork are yours to use.
  7. Zip the contents, not the folder. index.html must sit at the ZIP root. A wrapper folder changes the path, and the upload fails or shows a blank screen.

Publish it on Peerless

Peerless hosts browser exports (engine guide). A plain JavaScript, Canvas, Phaser or PixiJS game uploads as the Three.js type. Limits are 100 MB compressed, 500 MB expanded and 5,000 files. Service workers, executables and nested archives aren't allowed. If you'd rather keep hosting the game yourself, a listing can point to an HTTPS play URL instead of an uploaded build (publishing overview).

In Creator studio:

  1. Save the listing with a cover, a hero image and at least one real screenshot.
  2. Upload the ZIP and wait for the automated checks. They cover archive rules, a malware scan, a browser load test and undeclared hosts.
  3. Describe the AI use plainly. Say which builder you used, what it generated and what you changed by hand. If AI runs while people play, add one concrete sentence about what it does.
  4. Submit for staff review. A person plays the game, then either approves it or asks for changes with a note.

Publishing is free. Creators keep 80% of paid sales, or 90% for founding creators in their first year.

Publish it on itch.io too

itch.io takes the same ZIP: index.html at the root, up to 1,000 files and 500 MB extracted (HTML5 docs). Answer the AI Disclosure question there as well. One study of 5,125 jam entries found that games that left it blank placed noticeably lower (jamshell). For a side-by-side of the rules, see AI disclosure for games: Steam vs itch vs Peerless.

Frequently asked questions

Can I download my Rosebud game?

Rosebud says Pro and higher plans can download project code from the top menu and export a Windows build. Indie Dev and higher plans can view and edit code in the browser. Full commercial rights start at the 10x Dev plan, according to Rosebud's pricing page.

Can I export a Remix game?

Remix says creators own what they make and can export their code. Its docs describe a project as a folder with index.html, game-main.ts, remix.json and assets. Remix compiles that folder when you publish, so outside Remix you need your own build step and need to replace calls to the Remix host.

Can I export a Higgsfield Playable game?

Higgsfield documents an HTML export for Playable Ads (Enterprise), formatted for ad networks. We could not find a documented export for Playable Games. Ask Higgsfield before you plan to move a game.

Can I publish a myPip game somewhere else?

myPip says games can go 'beyond the browser', but we could not find documented steps for downloading a standalone build. Check with myPip for your plan.

What does Peerless need from an exported game?

A browser build with index.html at the ZIP root, relative asset paths, no API keys in the code, and every external HTTPS or WSS origin declared. Plain JavaScript games upload as the Three.js type. You can also list a game hosted elsewhere with an HTTPS play URL.

TEST YOUR WORK

Before you move on

  • The game runs from a local web server with the builder's site closed.
  • No API keys or .env files are in the build.
  • Every external origin is on your list.
  • Your plan's license allows you to publish, and to sell if you charge.
  • The listing says which tool you used and what AI made.

Start a Peerless listing

Official references

Use these for current platform requirements and a deeper technical reference.

KEEP MAKINGPublish a browser game on Peerless: export, test, and submitWhere to publish an AI-made game: itch.io, Steam, CrazyGames, Poki and Peerless compared