Exporting games
Export desktop games through Studio and inspect the build results.
Studio exports a project as a runnable game directory containing a player, game content, assets, and a launch manifest. Use Home → Export to select a build profile, choose desktop targets, and inspect the result.
Prerequisites
Each target requires a compatible runtime template. The Export dialog marks unavailable targets and explains template problems. Source builds can stage templates using Building Asterune.
Export a desktop game
- Open the project and select Home → Save to persist authored changes.
- Select Home → Export.
- Select a Profile. Choose Configuration → Release for distribution. Debug exports use debug runtime templates and retain assertions and development source overrides.
- In Platforms, select the target systems with available templates.
- Set the output Name and Folder. Use the folder button to choose a
destination outside the project's
assets/directory. - Select Check. Read the Problems list and resolve any blocking issue. Select Check again after correcting a template, asset, or project setting.
- Select Export. Wait for Export complete, then inspect the built targets and any skipped targets or warnings. A failed target requires correcting its reported error and exporting again.
- Select Show folder beside a built target to open its output. Launch the game and confirm that its content and assets load.
The dialog exports the open documents, including unsaved content. Saving first also preserves those changes in the source project. In a game with multiple places, the export starts in the place open in Studio.
Desktop targets
| Target | System |
|---|---|
windows-x86_64 | Windows on x86-64 |
linux-x86_64 | Linux on x86-64 |
macos-aarch64 | macOS on Apple silicon |
macos-x86_64 | macOS on Intel |
Windows exports contain a game executable with an .exe extension. Linux
exports contain an executable named after the game. macOS exports contain a
.app bundle inside the target directory.
Distribute the complete target directory or the archive generated by the profile. The executable needs its content, assets, and launch manifest.
Inspect a build report
On Export complete, select Build report beside the target. The report shows the build identity, profile, engine version, included content, warnings, archives, and output files. Open file opens the saved report.
Each report is saved beside its target directory as
<Name>-<target>.build.json. The report records file digests for later
command-line verification.
Application settings and profiles
Open Settings → App & export to set the game's display name, version,
author, application ID, icon, player profile, and local saves. These settings
are stored in asterune.app.json. See Projects and places.
Export profiles select targets, archive formats, asset cooking, and signing.
A project without an export profile file uses built-in profiles. The save icon
beside Profile writes starter profiles when the file is absent. Edit
asterune.export.json for custom profiles; the
command-line export reference
describes the file and command overrides.