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Re:Tools we used to create a hit HTML5 game on Steam by riadd on Tuesday November 19, 2019 @02:23PM (#21577087)
When customers of a PC distribution platform spend money on your game they want to be able to own it by downloading it and having it live on their computer and work offline as well. For this you need to deliver them something that is completely packaged and contains everything to run the game.. so even if that means basically shipping a full browser with your HTML5 game.

We also have a web version which can be played online via the regular browser.

Re:Tools we used to create a hit HTML5 game on Steam by edflsafoiewq on Tuesday November 19, 2019 @02:43PM (#21577364)
Well, you don't have to ship a whole browser. You can use the player's. Just do the moral equivalent of

    cd www
    python -m http.server &
    xdg-open http://0.0.0.0:8000
That's how I play RPG Maker MV games.
Re:Tools we used to create a hit HTML5 game on Steam by _bxg1 on Tuesday November 19, 2019 @02:57PM (#21577522)
Then you'll get a flood of support tickets from people whose default browser doesn't run the game quite right. People downloading a game on Steam couldn't care less if it weighs an extra 100MB because it includes a copy of Chromium.
Re:Tools we used to create a hit HTML5 game on Steam by edflsafoiewq on Tuesday November 19, 2019 @04:40PM (#21578608)
If you are, as the GP said, also distributing it as a web version so people can play it in their normal browser, you already have that problem.
Re:Tools we used to create a hit HTML5 game on Steam by strbean on Tuesday November 19, 2019 @07:12PM (#21579854)
Once you are charging money for the game on a distribution network, you probably aren't providing the full game on a standalone site anymore. Maybe you have a small demo.
Re:Tools we used to create a hit HTML5 game on Steam by yellowapple on Tuesday November 19, 2019 @03:34PM (#21577969)
Hell, doesn't Steam ship with Chromium (or at least Webkit)? I wonder if it's possible to piggyback on that somehow?
Re:Tools we used to create a hit HTML5 game on Steam by Liquid_Fire on Wednesday November 20, 2019 @09:24AM (#21584134)
If you did that, any Steam update could break your game.
Re:Tools we used to create a hit HTML5 game on Steam by yellowapple on Wednesday November 20, 2019 @04:55PM (#21588992)
That's already a possibility if you're using Steamworks (which most Steam games - or at least nearly all I've played - are). Granted, the breakages from a Steamworks-related update are likely far less critical (unless your game critically depends on achievements, cloud saves, instant screenshots, or the Steam Overlay, which would be weird), but it ain't like this would be entirely unprecedented.

Breakage is also already a possibility for games with Linux ports that rely on the Steam-provided runtime environment (I don't know if this applies to Windows or macOS, since I haven't used the former with Steam in years, and haven't used the latter with Steam ever).