Multiplatform game maker: Godot underneath, so export is not proprietary

By Eduardo Orellana · Updated

Windows and Linux today, and Export makes a native Windows build. The engine is the official Godot release. The project it produces is a plain Godot project, which is what makes the question of where the game can go a question about Godot rather than about us. Flockbay is free, AI included: free hosted AI every day, or your own Claude, ChatGPT, agent or API key. It runs on Windows and Linux, on the official Godot engine.

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Where you build and where the game runs are two different questions

Where can I build? And where can the finished game run? Tools that answer both with one number are usually hiding something.

You build on Windows or Linux: 64-bit Windows 11 on Intel or AMD, or Linux as an x86_64 AppImage for Ubuntu 22.04, Debian 12, Fedora 39 or newer, with an earlier Mac build. Windows gets each release first. There is no browser version and no version for a phone or tablet.

Where the game can go is a different matter, and the answer is set by the engine rather than by us.

More on this: What is Flockbay? The app for building games

Why the engine choice decides the export story

Underneath Flockbay is Godot, which is open source and which ships games across desktop, mobile and web. Your project is a real Godot project on your disk, not a proprietary save file that only this app understands. The app's own Export makes a native Windows build, an .exe. Everything past that is Godot's export, which stock Godot runs on the same project: macOS, Linux, Android, the web.

The consequence is that export is not a feature we ration. It is the engine doing what the engine does, with the platform requirements that come with each target: signing, store accounts, review, device testing. Those are real and no tool removes them.

It also means the project outlives any relationship with us. Godot is free to download. If you stopped using Flockbay, the project opens and builds without it.

More on this: Make a mobile game without coding: what the no-code part covers

Designing for more than one target is still design work

A build that technically runs everywhere is not a game that plays well everywhere. Controls, screen size, session length and performance budget all change per platform, and the changes belong in the design rather than in a settings menu at the end.

You are the one who notices. Flockbay play-tests its own work, so a crash or a GDScript parse error shows up before you see it. It cannot tell you the buttons feel too small in the hand, the draw distance kills the framerate on a weaker machine, or the level takes too long for a target where people play in short bursts. You play it and say so. Flockbay changes the world and the code once you have said what is wrong, but the noticing is yours.

Practically, this means it is usually better to pick a primary platform, get it right, and adapt from there. Building for everything at once tends to produce something that suits nothing.

The app builds one game on your machine, and the platforms come after

A project is 2D or 3D, and Flockbay builds the world either way, from a brief you approved before anything was made. In 3D that is terrain, water, sky, weather, plants, the player controller, characters and props. In 2D it is tile ground, a band of scenery behind it and sprites at an exact position, rotation and scale. It writes the GDScript for how it all behaves and plays the game to check it runs. When a call is pure taste, the same world tools are buttons around the Godot editor's view, so you can make that one change by hand. The game runs locally on the copy of Godot bundled with the app, on your machine, at your machine's framerate.

Building needs an internet connection because the chat, asset generation and world data come over the network. Playing 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. The export path is free.

The project lives in one folder you already own

One folder on your own disk holds the whole thing. Scenes, scripts, assets, the lot, in the layout Godot uses. Nothing important is kept on a server that you would need to go and retrieve.

That is the part worth caring about when a tool talks about platforms, because platform support is a promise about the future and promises about the future are only as good as the company making them. A standard project format is not a promise. It is a fact about the files you already have.

Back it up the way you back up anything else. Copy it, put it in version control, keep it in a synced folder. There is no proprietary lock and no export step required to get at your own work.

More on this: Security: where your project lives and what leaves your machine

Questions

Which platforms can I build on?
Windows and Linux: 64-bit Windows 11 on Intel or AMD, or Linux as an x86_64 AppImage, with an earlier Mac build. There is no browser or mobile version of the app.
Which platforms can my game run on?
Flockbay's Export makes a native Windows build. Past that it is a Godot question, since the project is a standard Godot project that stock Godot opens and can export to macOS, Linux, Android or the web. Each target carries its own signing, store and testing requirements.
Is export a paid feature?
No. Flockbay is free, AI included: free hosted AI every day, or your Claude or ChatGPT plan, your own agent, or an API key. The engine and the project format are the same for everyone.
Can I start on one computer and continue on another?
Yes. The project is a Godot project in a folder, so moving it between your own machines is a matter of moving the folder.
Do I need to code for each platform?
No. Flockbay builds the world and writes the code. You decide what needs to change for a given platform by playing it there, and it makes the change.