Your games are not locked to Tesana. Paid plans can export standalone builds and the complete source project.

The four export formats

Export from the Studio menu → Export, or Game settings → Exports. Builds run in the background (you can opt into an email when they complete); download links stay valid for 7 days — re-export any time for a fresh link.

Availability

  • Any paid plan unlocks all four formats. Free-plan games show the export options locked.
  • Source code export is limited to original games — remixes and template-derived projects can export playable builds but not source. See Remixing.

Self-hosting the web export

The web export is a plain static site — no backend needed:
  1. Unzip and upload the folder to any static host (nginx, S3+CloudFront, Cloudflare Pages, Netlify, GitHub Pages, itch.io…), keeping the files together.
  2. Serve over HTTPS (opening index.html from disk won’t work — browsers block WASM on file://; for local testing run python3 -m http.server in the folder).
  3. If you run your own bare web server and see a loading error, make sure .wasm is served as application/wasm. Managed hosts handle this automatically. No special cross-origin headers are needed.
Self-hosting is additive — your game stays live on Tesana too. Exported games run fully client-side; saves live on the player’s device.

Opening the source in Godot

The source export opens directly in the free Godot editor (use the matching Godot 4.x version — the export’s README says which):
  1. Unzip, open project.godot. First open re-imports assets (up to a couple of minutes).
  2. Everything is there: scripts (.gd), scenes (.tscn), and all raw assets — 3D models, textures, audio — under assets/. (Web/desktop builds pack these inside the .pck; the source export is the one with browsable files.)
  3. Press Play — your game runs in the editor, fully yours to develop further.

App Store & Google Play

There’s no one-click store publishing yet, but the source export makes real native mobile builds straightforward via Godot’s first-class iOS/Android export:
  • Android — install Android Studio (SDK) + JDK, point Godot at the SDK, create a signing keystore, export an AAB, upload to the Play Console ($25 one-time developer account). Godot’s Android guide.
  • iOS — on a Mac with Xcode, export the Xcode project from Godot, archive, and upload via App Store Connect (Apple Developer Program, $99/year). Godot’s iOS guide.
  • Shortcut without stores: mobile-oriented web exports are PWAs — players can Add to Home Screen for an app-like install with zero store process. See Mobile games.
Ship a genuine native Godot build rather than a web-view wrapper — Apple routinely rejects thin wrappers (Guideline 4.2), while native Godot games review normally.

Rights

Everything you export on a paid plan is yours to sell and distribute anywhere, with no revenue share off-platform. Details: Ownership & IP.