Free WebGL hosting

Free WebGL Game Hosting — Upload a Unity or Godot Build, Get an Instant Playable Link

Yes — you can host a WebGL game for free on The Gaming Nest. Upload the build folder from Unity, Godot, Three.js or Babylon.js (any folder with an `index.html` at its root) and you get back a link that plays instantly in the browser — no download, no install, no approval queue. The free tier gives every account 300 MB of hosting, keeps 10 build versions per project, and serves every file from a global CDN. Upload from the browser, or with one command from the CLI: `tgn deploy ./Builds/WebGL`.

By The Gaming NestLast updated
300 MB
free hosting per account
10
versions kept per project
500 MB
max upload archive
4
supported engines
0
approvals or curation
0%
revenue share taken

Upload the build

Your Unity or Godot folder as-is — from the browser or one command.

Get an instant link

A shareable, embeddable play link. No download, no install.

A real quota

A hard per-account ceiling — so the hosting still exists next year.

Why free game hosting keeps disappearing — and why this is built differently

In April 2025 the best-known free WebGL host in this category went offline, after repeated upload abuse and denial-of-service attacks turned uncapped storage and bandwidth into a cloud bill no free service could absorb. Free hosting without a hard per-account ceiling is not a business model — it is an open invoice.

Our answer is deliberately boring: every account has a byte quota (300 MB free), and every upload is measured against it before a single byte is written. Archives are capped at 1,000 files and 1 GB extracted, and executables (.exe, .dll, .bat …) are rejected outright. Builds are served from object storage behind a CDN, so a traffic spike is absorbed at the edge instead of billed at the origin.

How to publish a WebGL build on The Gaming Nest

Two paths, same result. Take the command line if you deploy often, or the browser if you upload once.

From the CLI (5 steps)

  1. 1

    Create an API key

    On /profile/api-keys click "New key" and grant the deploy scopes: webgl:upload, webgl:deploy, webgl:read, project:read. The plaintext key (format tgn_k1_…) is shown exactly once — copy it immediately.

  2. 2

    Log the CLI in

    The CLI validates the key against the server straight away, so a wrong or revoked key fails in milliseconds instead of mid-upload.

    tgn auth login tgn_k1_xxxxxxxx
  3. 3

    Pick your project

    List the projects you own and copy the UUID — or pin it inside the build folder with a .tgnconfig.json so you never retype it.

    tgn projects list
    tgn init --project <project-id>
  4. 4

    Deploy the build

    One command runs five steps: package the folder, initialize hosting, request a signed upload ticket (valid 15 minutes), upload straight to storage, then extract and activate server-side. Adding --precompress Brotli-compresses eligible files and cuts the payload 3–5×.

    tgn deploy ./Builds/WebGL --precompress
  5. 5

    Publish and share the link

    Flip Publish on the project's manage screen — the player mounts on your public project page and the link becomes shareable and embeddable.

    tgn open

From the browser (5 steps)

  1. 1

    Create a project

    Any project you own can host one WebGL build.

  2. 2

    Open the WebGL screen

    Go to /projects/manage/{projectId}/webgl — your consumed quota is shown as a bar at the top.

  3. 3

    Initialize hosting and upload

    Pick the entry point (defaults to index.html) and drop in your build's .zip. The archive limit is 500 MB.

  4. 4

    Activate the version

    Once extraction finishes the version goes Ready. Activate it in one click — and roll back to the previous one just as easily, up to 10 versions.

  5. 5

    Hit Publish

    The player mounts on your public project page and any visitor can play in-browser instantly.

Where should you host a WebGL game? A comparison

Each of these is good at a different job. Where we cannot state a term with certainty the cell says "Varies" — we don't guess.

The Gaming Nestitch.io (HTML5)GitHub PagesPoki / CrazyGames
Plays instantly in the browserYesYesYesYes
Shareable play linkYesYesYesYes
Embeddable in your own site (iframe)YesYes (widget)YesNo — stays on their portal
Download / install requiredNoNoNoNo
Curation or approval before it's liveNoNoNoYes
Exclusivity asked forNoNoN/AVaries (publishing deal)
Revenue share takenNoVaries (you set the split)NoYes
Versioning + rollback built inYes (10 versions)VariesVia GitVaries
Discovery / audience layerYesYes (large storefront)NoYes (huge audience)
Best forAn instant play link + project page + jamsAn indie storefront and game pagesStatic hosting you wire up yourselfReaching a large portal audience

Limits and specifications

Engines
Unity, Godot, Three.js, Babylon.js
Entry point
index.html at the root (overridable)
Free quota
300 MB per account
Max archive
500 MB
After extraction
1,000 files / 1 GB
Versions kept
10 per project
Upload ticket
Signed URL valid 15 minutes
Edge caching
Static assets 365 days (immutable)
Compression
Brotli — cuts the payload 3–5×
Rejected files
.exe .dll .bat .sh .ps1 …

Frequently asked questions

Is WebGL game hosting free?

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Yes. Every account on The Gaming Nest gets 300 MB of WebGL hosting for free — no credit card, no trial period. The free tier includes CDN delivery, 10 retained versions per project, and one-click rollback. If you need more room, one-off paid tiers raise the quota, or you can submit a custom-quota request.

How do I host a Unity WebGL build?

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Build your Unity project for the WebGL platform — you get a folder containing index.html and a Build/ subdirectory. Upload that folder as-is: either with tgn deploy ./Builds/WebGL from the CLI, or as a .zip on the /projects/manage/{projectId}/webgl screen. Activate it, hit Publish, and you have a live play link. You don't need to modify the Unity template or run a server.

Can I embed my game in another website?

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Yes. Builds are served from a separate storage domain, so you can drop them into an iframe on any page you control with sandbox and allow="autoplay; fullscreen". Because the origin differs, the game is isolated from your parent page's cookies, localStorage and DOM. There is no exclusivity — the same build can still be published anywhere else.

Does it work with Godot, Three.js or Unreal?

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Any engine that exports a static folder with an index.html at the root works: Unity, Godot, Three.js and Babylon.js are all supported. Unreal Engine removed its official HTML5 export back in 2019, so in practice there is usually no WebGL build to upload. Server-side scripting (Node, Python) is not supported — builds are static, client-side bundles only.

What's the file size limit?

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The free quota is 300 MB per account. A single upload archive can be up to 500 MB, and after extraction it may contain at most 1,000 files totalling 1 GB. Executables (.exe, .dll, .bat and friends) are rejected — static web assets only.

What happens to my old builds?

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Up to 10 versions are kept per project. You can activate any Ready version instantly without re-uploading, or roll back one step with a single command. Versions beyond the cap are cleaned up automatically within 24 hours, but stay listed in your version history for audit.

Do you take a revenue share or ask for exclusivity?

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No. Hosting takes no cut of your revenue and asks for no exclusivity. Your game is yours: ship it on itch.io, Steam or your own site at the same time. Hosting on The Gaming Nest adds an instant play link and a discoverable project page — it doesn't replace your other channels.

Ship your game in minutes

300 MB of free hosting on every account — no credit card, no approval, no exclusivity.

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