Your 2D action game is tested and stable. The next step is export and platform preparation: building release binaries and getting ready for Steam, Itch.io, or other storefronts. In this lesson you will set up Godot 4 export presets, create release builds for your target platforms, and learn what store pages and metadata you need so you can ship.

By the end you will have at least one export preset configured, a working release build, and a short checklist for store submission.


1. Why Export Presets Matter

Godot does not ship your project as-is. You export it: the editor packs your scenes, scripts, and assets into a runnable executable (or web build) for a specific platform. Each platform (Windows, Linux, macOS, HTML5) has different options and requirements. Export presets save those settings so you can rebuild the same way every time.

Pro tip: Create one preset per platform you target. Name them clearly (e.g. "Windows Desktop", "Linux x86_64", "macOS") so you and collaborators know which build is which.


2. Creating Your First Export Preset

  1. In Godot 4, open Project > Export (or the Export button in the top-right).
  2. Click Add... and choose a template. For a 2D desktop game, start with Windows Desktop, Linux/x11, or macOS.
  3. In the preset that appears, review the main options:
    • Export Mode: Export all resources (normal for a full game) or export only a subset (for demos or DLC).
    • Resources: Usually "Export all resources in the project". Exclude dev-only scenes or assets if needed.
    • Binary format / Architecture: On Windows, pick 64-bit (x86_64) unless you need 32-bit. On Linux, x86_64 is standard.
  4. Under Options (or the preset's tab), check:
    • Application > Version: Set a version string (e.g. 1.0.0) so your build is identifiable.
    • Display > Window: Fullscreen, borderless, or windowed; resolution and stretch mode. Match what you tested in the editor.
    • Debug: For release builds, turn off "Export With Debug" so the game runs without debug overhead and so you do not ship debug scripts.
  5. Click Export Project and choose a folder and filename (e.g. MyGame_v1.0.0_Windows.zip or a folder that will contain the .exe). Godot will build and place the files there.

Run the exported build on your machine (or a clean VM) to confirm it starts and plays correctly.


3. Common Export Options

  • One-click deploy: For some platforms (e.g. Android), Godot can install directly to a connected device. For desktop, you usually export to a folder and then zip or upload that folder.
  • Custom export template: If you need a specific engine build (e.g. with a patch or custom module), install a custom export template from the Godot download page and select it in the preset.
  • Encryption: For release builds you can enable script encryption (Project > Project Settings > Script > Encryption) and provide a key so your GDScript is not stored in plain text. Optional for many indies; required only if you care about script protection.

Common mistake: Forgetting to switch the preset to "Release" or to disable "Export With Debug" and then shipping a slow or verbose build. Double-check before uploading to a store.


4. Preparing for Steam or Itch.io

Steam: You will use Steamworks (partner.steamgames.com) to create an app, upload builds via the Steamworks SDK or Steam Pipe, and fill in store page metadata (capsule art, description, system requirements). Your Godot export is the content you upload; Steam handles distribution and updates. Prepare a default branch build (e.g. Windows 64-bit) first; add other platforms later if needed.

Itch.io: Simpler: export your game to a folder (or a zip), then upload that zip (or folder) to your itch.io project. Set the kind of project (e.g. "Downloadable") and the executable (e.g. the .exe inside the zip). Itch will serve the file and optional auto-updater. No SDK required.

For both, you will need:

  • A stable release build (exported with the correct preset, tested once).
  • Store metadata: title, short description, long description, capsule image, screenshots, and optionally a trailer.
  • System requirements (OS, RAM, GPU) so players know what they need.

5. Checklist Before You Submit

  • [ ] Export preset(s) created for your target platform(s).
  • [ ] Release build exported (debug off, version set).
  • [ ] Exported build tested on a clean machine or VM.
  • [ ] Store page draft ready (title, description, capsule, screenshots).
  • [ ] System requirements noted.

When this is done, you are ready for Lesson 15: Marketing and Community Building (store page copy, trailers, and community) and then Lesson 16: Launch and Post-Launch Support.


Mini-Challenge

Export your game for one desktop platform (e.g. Windows). Run the exported build from a different folder (or another PC) and play from start to one level complete. Fix any path, resolution, or input issues so the build feels the same as in the editor.


Recap and Next Step

You configured Godot 4 export presets, built a release binary, and reviewed what Steam and Itch.io need. Export and store prep are the bridge between "game works on my machine" and "game is available to players."

In Lesson 15 you will focus on Marketing and Community Building: writing store page copy, planning a simple trailer, and growing a small community around your game.

For more on publishing, see our publishing resources and Godot export docs. Bookmark this lesson and share your first export with the community when it is ready.

Previous Lesson: Lesson 13: Testing and Quality Assurance
Next Lesson: Lesson 15: Marketing and Community Building