HTML5 game maker: what Flockbay is and is not

By Eduardo Orellana · Updated

Flockbay is not an HTML5 tool. It makes games that run locally on your machine. If the browser is where your game has to end up, that matters, so here is the honest version. Flockbay is free, AI included: free hosted AI every day, or your own Claude, ChatGPT, agent or API key. It runs on Windows, macOS and Linux, on the official Godot engine.

AppImage, x86_64. Ubuntu 22.04, Debian 12, Fedora 39 or newer.

Intel or AMD Chromebook, with Linux turned on.

Download for macOSDownload for Windows

What HTML5 usually means when people search it

Two different things, and they need separating. Sometimes it means "I want the game to be playable at a URL" — the delivery matters, because you are putting it on a portal, embedding it somewhere, or sharing a link. Sometimes it just means "I want a game maker that runs in my browser" and the export target is not really the point.

If it is the second one, the page you want is the one about downloading versus not, because the answer there is that Flockbay is a desktop install and there are reasons for that. If it is the first, keep reading, because the answer is more specific.

More on this: A Rosebud alternative that trades the browser for the hardware

Flockbay is built around running locally

It is a desktop application for Windows, macOS and Linux, and it ships with Godot inside it. When you press play, the game runs on your machine, using your GPU and your memory. Nothing is streamed and nothing renders in a data centre.

That is the design rather than a detail of packaging. What it buys you is a plain Godot project in a folder on your own disk and a game whose budget is your hardware rather than a page load. On the 3D side that is what makes terrain, weather and a few hundred simulated characters a sensible thing to attempt at all.

The world is local either way. Flockbay reads 2D or 3D from your description and creates nothing until you confirm it. In a 3D project it sculpts terrain, lays water and sets sky and weather; in a flat one it paints tile ground and places sprites at an exact position, rotation and scale. All of it is real nodes in Godot's scene tree, and none of it is shaped by what a tab can afford, which is worth knowing before you plan a web release around it.

Flockbay's Export makes a native Windows build. The project underneath is an ordinary Godot 4 project that stock Godot opens, and Godot itself has export targets beyond the desktop, the web among them. But Flockbay is not built as a web-first pipeline, and it would be dishonest to present it as one. A web export is you working with your Godot project in Godot, not a feature of this app.

More on this: PC game maker for people who bring their own Claude or ChatGPT plan

If a URL is the whole point, use a web-first tool

For a browser game portal, an embedded game, or something you want people to click and play in ten seconds, a tool built for web output is straightforwardly better. It will handle the load times, the input differences and the asset budget that a browser imposes, because those constraints shaped it.

There are good ones and they are honest about what they are. Nothing is gained by using a local-first tool and fighting it toward the web.

More on this: Vibe jam: what the format rewards, and what it rules out

Where this is the better choice

When the game is the point and the URL is not. A game people download and play for hours has different requirements from a game people click on a portal: it can take its time loading, it can weigh what it needs to weigh, and it does not have to survive being one of forty open tabs. A small flat game is welcome to those freedoms too — they are not a reward for being large.

Flockbay asks what it needs to know, one round at a time, and writes a brief: what gets built first, what comes after, what is not in this version. Once you approve it, Flockbay builds the world: terrain, water and weather in a 3D project; painted tile ground and placed sprites in a flat one; buildings, props and characters either way. It writes the GDScript for behaviour into your project and plays its own build before you do. You play it locally and say what is wrong, and it changes. Where the call is pure taste, the same world tools are buttons around the Godot editor's view, so you can move that one prop yourself. What you end up owning is a real Godot project in a folder on your disk.

Building needs an internet connection because the chat, asset generation and world data come over the network. Playing what you built does not. Flockbay is free, AI included: free hosted AI every day, or your Claude or ChatGPT plan, your own agent, or an API key.

More on this: Online game maker, honestly: this one is a download that needs the internet

Questions

Can Flockbay export an HTML5 build?
Not from the app: its Export makes a native Windows build, and it is built around games that run locally on the bundled Godot. The project is an ordinary Godot 4 project, so Godot's own web export is open to you in stock Godot, but Flockbay is not a web-first pipeline. If browser delivery is the point of your project, use a tool designed for it.
Does the editor run in a browser?
No. It is a desktop app for Windows, macOS and Linux that you install.
Why is it local rather than web?
Because the whole thing is built around a game that runs on your own machine and a Godot project that sits in your own folder. Nothing streams and nothing renders remotely. Browser tools trade that away for a URL, which is the right trade when the URL is the point.
What do I own at the end?
A normal Godot project in a folder on your machine. Godot is open source.
Does it work offline?
Playing what you built does. Building does not, because the AI and world data come over the network.