Hosting your game on Crowdy Games
You can host your browser game on Crowdy Games, the platform's public games host, instead of running a static host yourself (ck-api v2.1, CrowdyJS 17.2). Players reach it at
https://<games host>/<slug>/
and it runs from an origin of its own:
https://<slug>.<content host>
The two hosts are the tier's (production: crowdy.games and
crowdedcontent.com); the API returns both for your game
(HostedGame.launchUrl, HostedGame.contentOrigin), so nothing in your code
needs to spell them.
The short version
From a checkout of The Construct (or any game built on CrowdyJS):
CONSTRUCT_EMAIL=you@example.com CONSTRUCT_PASSWORD=... npm run publish
# -> Play it at: https://crowdy.games/<slug>/
That signs in with your account, claims a slug for your app, builds, and
uploads dist/. The URL works immediately. In Studio, the app's Settings
page shows the claim, the play URL and the publish history.
What actually happens
Four GraphQL operations, all requiring an identity session with
manage_apps on the app (an app-scoped token is refused — a game's own bundle
can never publish a replacement for itself):
claimGameHosting(input: { appId, slug? })— claims the slug (default: your app's slug). Idempotent; a different slug moves the game. Registershttps://<games host>/<slug>/andhttps://<slug>.<content host>as the app's redirect URIs (which is also the CORS allow-list) and sets the app'slaunchUrl.beginGamePublish(input: { slug, files })— the full manifest of the built bundle: every file with itspath,sizeand lower-case hexsha256. The manifest is validated as a whole (HOSTED_MANIFEST_INVALIDnames every problem) and one presigned PUT URL per file comes back, with the exact headers each upload must carry. S3 refuses a body whose digest differs from the header.- Upload every file (
PUT, with those headers). Concurrency is yours. completeGamePublish(slug, publishId)— verifies every stored object against the manifest (HOSTED_PUBLISH_INCOMPLETEnames what is missing), promotes the staging area to the live prefix, removes objects the previous publish left behind, records the publishLIVEand invalidates the CDN.abandonGamePublishgives up a staging publish.
@crowdedkingdoms/crowdyjs/hosting exports publishDirectory(client, { dir, slug }), which does steps 2–4 for a directory in Node; client.hosting wraps
each operation. See CrowdyJS → Hosting.
Slugs
The slug is your game's path on the games host and its host label on the
content domain, so it is a DNS label: lower-case letters, digits and
hyphens, 1–63 characters, not starting or ending with a hyphen. It is global
on the tier, claimed first-come. First-party game names and infrastructure
words are reserved. HOSTED_SLUG_UNAVAILABLE tells you which rule you hit;
pass another with --slug.
What your bundle can rely on
The platform's edge serves your origin the same headers
The Construct's docs/HOSTING.md
asks a self-hoster to serve, so a bundle that works self-hosted works here:
Cross-Origin-Opener-Policy: same-origin,Cross-Origin-Embedder-Policy: credentialless, and the shell delegates thecross-origin-isolatedfeature —crossOriginIsolatedistrueinside the frame, so Crowdy Studio CLIENT mods run.- A Content-Security-Policy whose
connect-srcis the tier's API zone (and nothing else),script-src 'self' 'wasm-unsafe-eval',frame-ancestorsthe games host only./dsh/*gets the relaxed harness policy withframe-ancestors 'self'plus the games host. Permissions-Policy: camera=(self), microphone=(self), delegated by the shell.- Content types are decided by the platform from the file extension;
index.htmlis servedno-cache, content-hashed assetsimmutable.
Your origin is yours: localStorage, IndexedDB, service workers and
BroadcastChannels are per game.
Sign-in under the shell
The page at https://<games host>/<slug>/ is a first-party shell: a thin
chrome bar and a sandboxed iframe of your origin. Hosted sign-in is the flow
you already use (portal.signIn → Studio /authorize →
portal.handleSignInCallback); inside the shell CrowdyJS's EmbeddedHost
bridge makes two adjustments for you:
- your frame cannot navigate the tab (no
allow-top-navigation), so the SDK asks the shell to navigate — and the shell honours exactly one destination, the tier's Studio/authorize; - the
redirect_uriis the shell page (your registered return leg); the shell relays the returned?code=&state=into your frame, wherehandleSignInCallbackruns unchanged.
The PKCE verifier never leaves your origin and the shell never holds a token. Nothing changes in your code.
Listing, disabling, taking down
- Publishing is self-serve and immediate. Being listed in the Overworld lobby (and Studio's marketplace) is an operator's decision.
- You can disable your game (
setHostedGameEnabled); players see a "disabled by its developer" page. Enable it again the same way. - An operator can take a game down: the shell refuses it and you can
neither publish nor re-enable until it is restored (
HOSTED_GAME_TAKEN_DOWN). Contacthello@crowdedkingdoms.com.
Quotas
2,000 files and 250 MB per publish, 60 MB per file, 10 publishes an hour per app. A Construct 0.6 build is about 130 files and 23 MB. Abandoned staging uploads expire on their own after two days.
Which tier
You publish to the tier your SDK dials: a CrowdyJS latest install publishes to
production Crowdy Games. The dev and test dist-tags dial Crowded Kingdoms' internal
environments, which refuse outside accounts (TIER_ACCESS_REQUIRED). A tier that does not
host third-party games answers CONTENT_HOSTING_DISABLED.
Reads for a page
Two fields are public: hostedGame(slug) (what the shell asks) and
hostedGames (the live, listed games — what the lobby shows). myHostedGames
and hostedGamePublishes(slug) need your session.