by phaser on 10/3/25, 6:33 AM with 65 comments
by datatraveler on 10/7/25, 4:10 AM
I'm sorry to say that if I had to do it again, I'd use Electron, despite the bloat. I bet Electron would also make distributing a Linux build easier, too. (WebView2 didn't work fullscreen on Proton when I last tested.)
Sorry to be a downer! Obviously, I originally loved this approach since I did something similar--it just didn't end up paying off. No one noticed that the download was ~100 MB lighter--but they sure noticed a brief flash of "Microsoft Edge" on their screen!
by bob1029 on 10/7/25, 7:09 AM
I'm glad the author found something that works for them. That said, if the author's goal was to publish a game with intention of turning a profit, this attitude can be very counterproductive. It does work out really well in some cases, but more often than not it results in failure. The distribution looks like a bathtub curve - either your concept is so simple that a DIY thing can work (Minecraft) or you have the other thing (Elden Ring).
The most challenging parts of game dev happen in places like photoshop, blender, audacity and blank sheet of paper. Turning the art integration tool into your primary obsession is a fantastic way to slide on all of these other value drivers. For example, populating a game with premade assets from the store is no longer a viable commercial solution when your audience has seen hundreds of prior arrangements of the same.
If the game is a hobby or other not-for-profit venture, then all of the advice in this article is fantastic. I started my game dev journey doing everything in the web as well. It is still a very compelling platform target. The thing that really gets me thinking is that despite my ability to create flawless webGL builds out of unity is the fact that I don't bother anymore. The need kind of went away once it became clear that layers like Proton on Linux would actually cover my ass.
by laurencerowe on 10/7/25, 3:54 AM
by mort96 on 10/7/25, 7:21 AM
Anyway, this seems like a fun project and a neat use of Deno. I didn't know about the compile feature.
by socalgal2 on 10/7/25, 3:48 AM
It's SDL + WebGPU + Node. It doesn't give you a webview. It gives you (windows, input, audio, joypads) via SDL and graphics via WebGPU. I'd guess you can run three.js on it.
It's not looking super loved though but it does show a simple idea. Glue SDL and WebGPU (via dawn or wgpu) to pretty much any language and you get an environment to make portable apps.
by gr4vityWall on 10/7/25, 3:44 PM
IMO This is the key part of the article. Having live reload available shortened the feedback loop drastically.
It makes an even bigger difference for game development than it does for web stuff, due to longer compile times. I hope it becomes commonplace for more more free game engines.
by pjmlp on 10/7/25, 5:07 AM
by reactordev on 10/7/25, 1:38 PM
As someone who got into programming because of games, wrote a few game engines, released a few - the concept of being able to use webdev tech (beyond UI stuff) for the core game graphics is just unbelievable.
Obviously you won’t get every ounce of juice from the machine but a lot of games don’t require that AAA touch. I’m glad to see the author’s on the same tract as me. WebGPU is so awesome. My biggest issue with this whole approach is that is super trivial to spit out the gltf models that anyone can use your assets.
Trying to work some old school pkg logic into the mix doesn’t really help either. Barring writing my own binary format, I’d love to see a way to make gltf models secure. Allowable from your site but not loadable from elsewhere or something like that. DRM for the art assets.
by ranadomo on 10/7/25, 4:05 AM
Would also like to see more infrastructure like water and electricity. Any plans to open source parts of this?
by lwansbrough on 10/7/25, 3:47 PM
The concept is to provide a WASM runtime for games with all the functionality you’d need. Graphics, audio, storage, input, UI, etc.
It’s made in Rust and doesn’t use a browser engine at all.
Haven’t touched it in a little while but the concept is still sound. It’s all the benefits that a mature engine would give you, without the engine. Eventually there would be a package manager where you would be able to find engines built for this runtime.
by thomasfl on 10/7/25, 7:30 AM
by Agentlien on 10/7/25, 4:49 AM
by zephraph on 10/7/25, 3:11 AM
by potatoman22 on 10/7/25, 5:44 AM
by tibu on 10/7/25, 3:44 AM
by matt3210 on 10/7/25, 4:31 AM
by hoofedear on 10/7/25, 9:38 PM
by thebigshane on 10/7/25, 5:17 PM
I don't feel like the author explained why such focus on being a downloadable game. Just nostalgia or because they want it included in Steam? With a web ui, why not make this a web game?
I absolutely loved the original SimCity and SC2000. The focus on creation, management, and simulation was always more fun to me than the graphics.
This game looks like so much fun as well and eager to give it a try.
by efilife on 10/7/25, 2:42 PM
by Labo333 on 10/7/25, 9:22 AM
If deno has some perks during development, there must be a way to replace websocket with some other transport that works with webworkers for "production" builds.
by wiseowise on 10/7/25, 9:05 AM
How does Microlandia fare against cities skylines? I have played neither, but I’m curious about performance comparisons between fully web sim game against unity one.
by butz on 10/7/25, 2:49 PM
by stephenlf on 10/7/25, 10:48 AM
by kamranjon on 10/7/25, 3:06 AM