Questions
How demoown works
Short answers to the things worth knowing before you buy or sell.
The basics
What am I actually buying?
How long is a demo?
For sellers
What is a playable build, and how do I make one?
Your project files are not playable on their own. A build is your game exported into something a person can actually run. Every engine has a button for it.
- Unity — File → Build Settings. Choose WebGL so it plays in a browser, or Windows for a download.
- Godot — Project → Export. Add a Web preset for browser play, or Windows Desktop for a download.
- Unreal — Platforms → Windows → Package Project.
- GameMaker — Build → Create Executable, then pick HTML5 or Windows.
A browser build is far better for you. Buyers can try it in one click instead of downloading a zip from a stranger, and far more people will actually play it.
Right now you paste a link to your build, so it has to be hosted somewhere first. Uploading directly to demoown is coming.
- A browser build needs somewhere that actually serves web pages: itch.io, GitHub Pages or Netlify. Google Drive and Dropbox will not work for this. They hand out the file instead of running it, so players get a download prompt or a blank screen.
- A downloadable zip can go on Drive or Dropbox, as long as sharing is set so anyone with the link can open it.
Godot 4 web builds: the default export needs a browser feature called SharedArrayBuffer, which only works if the host sends particular headers. On itch.io tick the SharedArrayBuffer box in your project settings. On hosts that cannot set headers, turn off threads in the export preset instead, or the game loads to a blank screen.
What about assets I did not make myself?
Can I sell a game made from asset packs?
Can I keep using my game after I sell it?
For buyers
What does the size rating mean?
Can I get a refund?
What if the seller did not own what they sold?
Still stuck? Have a look at the store to see how listings are put together. The binding version of all this is in the terms of service.