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Turn a Web Game into a Desktop and Mobile App ​

Short answer: Open the folder with your game's index.html in GemShell, tick the platforms you want and press build. You get a Windows .exe, a macOS .app and a Linux launcher, plus ready Xcode and Android Studio projects for iOS and Android — all from the computer you are sitting at. Your game code stays exactly as it is.

What each platform gets ​

PlatformWhat GemShell buildsArchitectures
Windowsa folder with YourGame.exex64, ARM64, 32-bit
macOSYourGame.app, signed if you give it a certificateApple Silicon, Intel, universal
Linuxa folder with a yourgame launcherx64, ARM64
iOSA ready Xcode project — icons, orientation, splash set—
AndroidA ready Android Studio project — icons, manifest, splash set—

Every desktop build is a folder, which is what Steam, itch.io and GitHub releases all expect. It opens the game in its own window with your name and icon — players never see a browser, a URL bar or a tab.

One machine, every platform ​

GemShell builds macOS and Linux versions on Windows, and Windows and Linux versions on a Mac. No virtual machines, no second computer, no build server. For iOS, Apple still requires a Mac to sign and upload the Xcode project.

What your game gains ​

  • Its own window: size, fullscreen, always-on-top, minimum size, resizable or not — set in GemShell, no code needed.
  • Desktop APIs from JavaScript: saving files, native open/save dialogs, the clipboard, OS detection. See the GemShell API.
  • Steamworks, if you want it: achievements, cloud saves, lobbies and 137 calls more.
  • Sealed assets: your files go into one encrypted bundle instead of sitting in a folder anybody can open.

How it runs ​

GemShell builds on Electron, so your game runs in Chromium — the same engine as Chrome. WebGL, WebAudio, gamepads and fonts behave exactly as they do in the browser you tested in, on every platform.

Questions ​

Does my game need changes? ​

No. GemShell packages the HTML5 export as it is. The desktop and Steam APIs are there if you want them, and a game that never calls them works just the same.

Can I sign the Windows and macOS builds? ​

Yes. Give GemShell your code-signing certificate and it signs the builds, so players do not see unknown-publisher warnings.