Skip to content

Export and Share

johnjohto edited this page Jul 28, 2026 · 3 revisions

Export and Share

One command turns a valid project into something a player just runs:

python tools/export_game.py --project my-game

(The same command on Windows, Linux, and macOS — it picks your OS's engine preset automatically. tools/export_game.ps1 remains as a PowerShell shim.)

You get build/<your-game-id>/ containing the engine executable (named after your game) with your project/ folder beside it. No Godot, no toolchain, no repo — copy the folder anywhere and it plays. The engine still opens Studio with --studio, so your players can even mod your game if you tell them the flag.

Why your export is distributable

The export uses the clean Monworks Engine build: the packaging excludes every extracted asset tree, and stock UI resolves from the engine's own original defaults. The claim is verified mechanically — a scanner parses the packed file index and fails the build if anything extracted is present — the export command runs it for you on every export, and you can re-check any build by hand:

$ python tools/scan_pck.py build/my-game/my-game.exe
pck index: 792 entries ...
CLEAN: no res://assets or res://project entries, no imported remnants

The same scanner runs in CI on every official release bundle, on all three platforms.

The licensing model, plainly

What License
Engine, Studio, tools, docs MIT
The sample projects' content CC0 — copy, modify, ship, no attribution
Your project's content Yours
Anything extracted from a pokered clone Not distributable — personal use only, never in exports

If you build on a sample, you owe nobody anything. If you extract Kanto, it stays on your machine.

Platforms

Official engine builds ship for Windows (x86_64), Linux (x86_64), and macOS (universal) — the release workflow builds all three from a bare checkout, which is itself the proof that the toolkit contains everything it needs.

Clone this wiki locally