From game project to verified Windows build.

Build your Godot, Unity, or Unreal game for Windows, with a SHA-256 manifest for every build.

Made for solo developers and small studios who ship to Steam and itch.io.

Free, including commercial games · Windows x64 · 2026.1 pilot

frameDock project overview for Starter Kit Match-3 on Godot 4.6: setup checks passed, the succeeded Windows release Starter Kit Match-3-Windows.zip (100.4 MB, 2 files) with Play build, Open folder, Build log and Hand off, its files with SHA-256 integrity, and recent builds.
ManifestStarter Kit Match-3-Windows.zip100.4 MB · 2 files · 00:07SHA-256 verified

The workspace, as it runs today.

These are frameDock’s own screens, captured from the 2026.1 pilot over the records of real Godot, Unity, and Unreal builds.

The build itself, not a promise of one.

Arena, packaged for Windows from Unreal Engine 5.7: a 675.2 MB ZIP of 29 files, each listed with its SHA-256, beside Play build, Open folder, and Build log.

frameDock overview of the Arena project: the Windows release Arena-Windows.zip, 675.2 MB and 29 files, with Play build, Open folder, Build log and Hand off actions, and a file table listing each file with size and SHA-256 integrity.

Six real Windows builds, three engines.

Three existing game projects went through frameDock’s production build service for this pilot. Every ZIP was extracted and checked against its manifest, and each build was launched to check the game itself.

  1. Starter Kit Match-3 running from its Godot Windows Release build: a match-3 board mid-game.

    Starter Kit Match-3

    Godot 4.6.3 stable

    • Debug
    • Release
    Artifacts
    Both ZIPs extracted and matched their manifests
    Gameplay checks
    Automated matching and refill, resize, and responsive input after two minutes
  2. TopDownShooter running from its Unity Windows Development build: the player dodging in a top-down arena.

    TopDownShooter

    Unity 6000.3.0f1 (Mono), official CLI beta.12

    • Development
    • Release
    Artifacts
    Both ZIPs extracted and matched their manifests
    Gameplay checks
    Development observed and confirmed; Release menu and scene observed, manual sign-off outstanding
  3. Arena running from its Unreal Engine Windows Development build: third-person gameplay in the arena.

    Arena

    Unreal Engine 5.7

    • Development
    • Shipping
    Artifacts
    Both ZIPs extracted and matched their manifests
    Gameplay checks
    Both confirmed after movement, combat, pause, and menu checks

This is build and scenario evidence for these projects, not certification of every game or store scenario. The games and their assets belong to their original authors.

Every build ships with its receipt.

frameDock archives the Windows build and writes a manifest of every file it contains, with sizes and SHA-256 hashes. This one is a real record from the pilot.

ManifestVerified

Starter Kit Match-3-Windows.zip

Size
100.4 MB
Target
Windows x64 · Release
Engine
Godot 4.6
Build time
00:07
Files in the artifact
FileSizeSHA-256
Game.exe99.7 MBb9885f486cf5f6ba…c763c134ff
Game.pck674 KB0127d030fe4bc12e…3a602ab781
Windows build archived and file integrity verified.
  • Your source stays where it is

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  • Uploaded is not released

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From project folder to a release you can trust.

Five steps, in the order frameDock runs them. You only need store accounts for the last step.

  1. Step 1: Open

    Open a Godot, Unity, or Unreal project from a local folder or an authorized GitHub repository. frameDock detects the engine and version.

  2. Step 2: Resolve

    It finds the matching editor, Windows build support, export templates, license, and toolchain, and tells you exactly what is missing.

  3. Step 3: Build

    Pick a Windows target. The build runs in an isolated workspace, so your source project stays exactly where and how it was.

  4. Step 4: Follow

    A durable queue keeps progress and raw logs. Cancel any time. Interrupted work recovers when the app restarts.

  5. Step 5: Ship

    Inspect the ZIP and its SHA-256 file manifest, then configure a supported destination such as a private Steam branch or itch.io.

Engines and stores, with their real status.

Each label says what the pilot has proven, not what the catalog lists. A listed destination does not mean your account is authorized or a release is live.

Engines

  • Godot

    Verified builds

    Windows Release and Debug exports from your saved presets, with export templates installed inline.

  • Unity

    Experimental

    Batch builds through the official Unity CLI beta. Needs the project’s exact editor and a valid license.

  • Unreal Engine

    Beta

    Win64 Development and Shipping packaging through UAT. Packaging is in beta.

Source and destinations

  • GitHub

    Configurable

    Clone an authorized repository over HTTPS. The token stays in Windows Credential Manager.

  • Steam

    Configurable

    SteamPipe app and depot mapping with private-branch guards. A live upload has not been verified yet.

  • itch.io

    Configurable

    Push with butler, then validate the receipt. A live upload has not been verified yet.

  • Discord

    Optional

    Per-project webhook for build notifications.

  • Epic Games Store

    Configurable

    BuildPatchTool upload profile. Needs store-provided tooling and credentials; no live upload evidence yet.

  • GOG

    Configurable

    Uploader profile for approved partners. No partner upload evidence yet.

Consoles

PlayStation, Xbox, Nintendo SwitchConsole profiles record requirements and blockers only. No SDK packaging, signing, or submission.Requirements only

An account that stays out of your project.

You sign in to frameDock to use it. Your builds and uploads still run on your own computer, and nothing about your game becomes part of the account.

  • No password

    Sign in from the app with your email. A one-time link approves the computer, and a matching code shows the request came from you.

  • Works offline

    Your plan is a signed entitlement checked on your computer, valid for 30 days without reaching the service.

  • Your project stays on your computer

    Names, paths, files, repositories, logs, credentials, and build output are never part of your account.

  • Counting is opt-in

    Usage counts are off until you turn them on, come from a short fixed list, and are not linked to you.

Free

Local projects, engine and tool detection, the build queue, logs, artifact integrity, and Steam and itch.io releases. Commercial games included, with no revenue limit.

Paid Indie, Pro, and Teams plans add build sharing, extra build computers, and studio roles. They are not on sale yet, and pricing is not set.

Start free with an account.

Three steps from here to your first verified build.

Create free account

Account sign-up is not open on this site yet.

  1. Create your account

    Once sign-up opens, enter your email and open the verification link we send. No password and no payment details.

  2. Download for Windows

    After you verify your email, the Windows download appears in your frameDock account. It needs Windows x64 with Microsoft WebView2.

  3. Sign in and open a project

    Sign in to the app with the same email, then choose a Godot, Unity, or Unreal project folder or an authorized GitHub repository. Setup detects the rest and tells you what is missing.

The 2026.1 Windows pilot is unsigned. Live provider uploads, clean-machine dependency installation, signing, and console SDK execution remain unverified.