Web Games
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Web Games

Ship your own HTML, ThreeJS and JavaScript game on Portals with player identity, multiplayer, coins, avatars, and server logic.

Web Games

A web game is an HTML and JavaScript project that Portals hosts and runs for players. It is the second way to build on Portals: instead of placing items in a 3D room, you ship your own code, and Portals supplies the player, the network, the storefront, and the page the game runs on.

Portals injects its managed SDK into every processed preview and published bundle, so a game reads the signed-in player, saves progress, submits scores, sells Coin products, and opens multiplayer sessions through one host connection rather than a backend of your own.

Room building or a web game?

You want to Build
Place, configure, and connect 3D world content without code A room — start at Build Your Game
React to player actions with visual logic A room — see Interactive Studio
Ship your own rendering, physics, or game loop in code A web game — start with the Portals SDK
Add a custom interface inside a room you built Neither — see Code & Custom UI

What the sandbox allows

  • The game has no outside network access. fetch, WebSocket, and WebRTC to other servers fail, so Portals.net and Portals.voice are the only transports. See Multiplayer, Chat, and Voice.
  • Portals keeps its own controls above the game in the top-left corner. Keep interactive interface elements out of that reserved area.
  • A published game's source is readable. Never put keys, secrets, or credentials in game code or saved state.
  • Scores and peer messages are client-reported. Anything valuable — currency, prizes, access — must be decided by server logic, not by a player's tab.

Where to start

You want Read
Sign-in, saved progress, scores, and leaderboards Portals SDK
To build the game from Claude Code or Codex Claude Code and Codex Plugins
To sell products inside the game for Coins Sell game products for Coins
The player's Guardian avatar in a Three.js game Guardian Avatars
To tune procedural animation numbers live instead of edit-and-reload Pose Tuner
Real-time multiplayer, text chat, or voice Multiplayer, Chat, and Voice
A referee no player controls — lobbies, timers, authoritative state Server Scripts
The server to run the simulation itself Server-Simulated Games

Games are managed from My Games, where you also publish a version and share it with players.