Multiplatform game maker: Godot underneath, so export is not proprietary
The builder runs on two platforms, Mac and Windows. 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.
Two questions that get confused
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 Mac or Windows. Those are the two desktop platforms Stage Engine ships on, released together, with neither treated as the secondary one. There is no Linux build of the app, no browser builder, 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.
Why the engine choice decides the export story
Underneath Stage Engine 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 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 builder removes them.
It also means the project outlives any relationship with us. Godot is free to download. If you stopped using Stage Engine, the project opens and builds without it.
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. You play it and say the buttons are too small, the draw distance kills the framerate, the level takes too long for a target where people play in short bursts. Director 1 can rewrite 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.
What the app does while you build
The world gets built by hand: terrain, water, weather, buildings, characters, placed with manual controls. Director 1 writes the GDScript for how it all behaves. 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 Director 1, asset generation and world data come over the network. Playing does not.
Free to download, free plan, Indie at $10 a month, Pro at $50. Paid plans buy more usage rather than more platforms — the export path does not sit behind a tier.
A note on where the project lives
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.
Questions
- Which platforms can I build on?
- macOS and Windows. Both ship together. There is no Linux, browser or mobile version of the builder.
- Which platforms can my game run on?
- That is a Godot question, since the project is a standard Godot project. Each target carries its own signing, store and testing requirements.
- Is export a paid feature?
- No. Plans differ in how much AI usage they include. The engine and the project format are the same on all of them.
- Can I start on Mac and continue on Windows?
- 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. Director 1 writes the code. You decide what needs to change for a given platform by playing it there.