Turn your project intoa playable Windows build.

Your Godot, Unity or Unreal game. The right tools. A local build.
All the files and logs, together—without setting up CI.

Create an account. Verify your email. Get the Windows app.

2026.1 pilot · Public sign-up is not open yet.

frameDockSee the real workspace

Your games, tools and builds. One workspace.

Explore

Actual interface recordings · October 2026 · Earlier pilot gameplay shown around the workspace.
The build recording demonstrates a new Godot export; it does not test gameplay.

Your project. Your machine. Your next build.Illustrative background · Actual product recordings

Keep creating.
Keep the build moving.

A missing export template. The wrong editor. A build log in another folder. frameDock brings the next step into view.

  • See the exact tools your project needs.
  • Build in an isolated copy of your source.
  • Keep the archive, manifest and raw log together.
Take a closer look
Art-directed preview of frameDock's Godot build overview, with the Windows artifact, file manifest and recent builds.
AI-refined UI preview · View the original capture ↗

From your project
to a game you can play.

Six real Windows builds across three engines went through frameDock’s 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.

A closer look at your next build.

Your projects, their tools, the build history and the files that come out. Everything you need for the next step, together.

Scroll to explore the workflowChoose a chapter to explore01 / 05

Every game, and whether it can build.

Godot, Unity, and Unreal projects side by side, each with its engine version, source location, and readiness: ready to build, checking, or what setup still needs.

AI-refined UI preview of Projects; original capture linked

AI-refined UI preview · Select to inspect original ↗

Under the hood: artifact integrity and build recovery

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

    Each build runs in its own isolated workspace. frameDock never changes your project files.

  • Builds survive interruptions

    One local build runs at a time from a durable queue. Cancel any time. Interrupted work recovers when the app restarts.

  • Logs you can read

    Human-readable diagnostics sit beside the raw engine log, which is never hidden or rewritten.

  • Private Steam branches only

    Steam releases go to private branches. The app blocks public uploads.

  • Uploaded is not released

    A finished upload and a branch that is actually live are shown as two different states.

Your next build.
Five clear steps.

Move from a project folder to an inspectable Windows artifact. Keep your source where it belongs and know what to do next.

  1. 01

    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. 02

    Step 2: Resolve

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

  3. 03

    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. 04

    Step 4: Follow

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

  5. 05

    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.

Follow the first-build guide

Works with the tools behind your game.

Build Godot, Unity and Unreal projects on Windows. Keep your source and tools local, then prepare the next step toward release.

  • Godot

    Verified Windows builds

  • Unity

    Experimental Windows builds

  • Unreal Engine

    Beta Windows builds

Source access, release preparation and notifications

  • GitHub

    Configurable

  • Steam

    Configurable

  • itch.io

    Configurable

  • Discord

    Optional

  • Epic Games Store

    Configurable

  • GOG

    Configurable

A configured destination is not a verified upload or a live store release.

Compatibility notes and requirements

Godot

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

Unity

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

Unreal Engine

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

GitHub

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

Steam

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

itch.io

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

Discord

Per-project webhook for build notifications.

Epic Games Store

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

GOG

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

PlayStation, Xbox, Nintendo Switch

Console profiles record requirements and blockers only. No SDK packaging, signing, or submission.

Read the engine and Windows requirements

Platform names and marks belong to their owners. They identify integrations; no endorsement or partnership is implied.

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.

Build locally for free.
Upgrade for your next step.

Keep the local build foundation in every plan. Add the capability your work needs, with no revenue-based upgrade rule.

  1. Free

    Make your first build

    Make and ship commercial games on your own.

    $0 / month

    Free for commercial use

    Explore Free
  2. Indie

    Share with your people

    Share a verified build with your testers and teammates.

    $3 / month

    $36 billed yearly

    Explore Indie
  3. Pro

    Free up your machine

    Build on a dedicated computer and keep your own machine free.

    $8 / month

    $96 billed yearly

    Explore Pro
  4. Teams

    Bring the studio together

    Give the people shipping your game clear roles and approvals.

    $8 / person / month

    $96 billed yearly per person

    Explore Teams

USD before tax. Published launch pricing. Paid sales are not open yet.

Compare every plan

Get frameDock.
Make your next build.

One free account. Your Windows download. A local workspace for your game.

Create free account

Download for Windows

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.