Every week, someone on Reddit asks how to put a small game online. They built a Tetris clone. Or a platformer. Or something they made with AI over the weekend.
Then they get stuck. Steam? Itch.io? A server? Do they need a domain?
I read those threads for a few hours. Then I looked at my own free tools and games. Four of them are live right now. All of them were vibe coded and shipped with Cloudflare Drop.
This post is the answer I wish those threads had.
Make a small browser game. Keep it to one folder of HTML, CSS and JavaScript. Test it locally in your browser. Then drag that folder into Cloudflare Drop, claim the link, and share it.
That's the whole stack. No server. No app store. No build pipeline.
If the game runs in your browser, it can run on the internet today.

These are the real questions, in plain language. Not the marketing version.
No. Not for a simple game.
AI tools can write the whole thing from a prompt. You describe the rules, the controls and the look. The tool writes the code. You test it in the browser and ask for fixes.
But you still need taste. You need to feel that a jump is too floaty. That the hit box is too small. That the colors are muddy. AI won't notice those things for you.
Yes, for small games.
Think Tetris, Breakout, Snake, Pong, endless runners, clickers, trivia, memory games. One screen. One mechanic. One win condition.
The catch: AI is good at the first 90%. It's weaker at the last 10%. That last bit is where you fix bugs, tune difficulty and make the game feel good. That part is still your job.
There's a whole community shipping games this way. r/aigamedev is full of people asking how others vibe code full games.
Three good options:
workers.dev link.Netlify and Vercel work too. The idea is the same everywhere. Static files in, shareable link out.
This question comes up all the time in r/statichosting and r/gamedev.
No. Not for a simple game.
A browser game runs on the player's device. The server only sends the files. Static hosting is enough.
You need a backend when you add accounts, leaderboards, saved progress or multiplayer. Skip all of that in v1. Add it later, and only if the game earns it.
Usually file paths.
Your laptop ignores uppercase and lowercase. Most web servers don't. Player.png is not the same file as player.png online. Rename the files and update every path.
Three more common causes:
index.html at the root of the uploaded folder./assets/... when the game lives in a subfolder.Open the browser console. The 404 errors tell you exactly what's missing. This is the number one source of "my game is broken" posts.
This is the honest part. Hosting is easy. Attention isn't.
A bare link rarely gets clicks. A 10-second clip of the game being played gets clicks. Show the fun part first.
What works for small games:
This r/IndieDev thread says the same thing about itch.io pages. A link alone isn't a launch.
Yes, if you measure the right thing.
You probably won't go viral. That's fine. You will learn how to finish something, deploy it and explain it to a stranger. That's a real portfolio piece.
r/gamedev has a good thread on this. Most answers land in the same place. Publish anyway. Feedback is worth more than polish.
All four goodies on this site are vibe coded. Every one of them is deployed with Cloudflare Drop.
They're free. No signup. They run in your browser.
You can try all of them from the Tools & Games page.

The workflow is boring in a good way:
Cloudflare Drop is the part most people don't know about. You drag in a folder or a zip file. You get a live URL on Cloudflare's network. You have 60 minutes to claim the deployment and keep it. Once it's claimed, you can connect a domain.
No CLI. No config file. No build settings. Cloudflare Drop does one thing and does it well.

You only need one AI tool to start. These six are the ones I see people actually shipping with.
| Tool | Best for | What it gives you |
|---|---|---|
| v0 | Going from a prompt to a working interface | Clean React code and a preview link |
| Claude | Game logic, long edits, debugging | A patient pair programmer that explains its changes |
| Cursor | Working inside a real project | An editor with AI built into every file |
| Lovable | Prompt to app, with hosting included | A full app and a deploy button |
| Bolt.new | Full-stack experiments in the browser | Code, preview and deploy in one tab |
| Replit | Learning and hosting in one place | A browser IDE that can publish your project |
All six have a free tier. Limits change often, so check the pricing page before you commit to one.
How to pick:
My own path was simple. Prompt in Claude, paste the result into a single HTML file, test it, then deploy. No framework. No package manager. That's still the fastest way to get a playable link.
index.html with inline CSS and JavaScript. One file is almost impossible to deploy wrong.index.html at the root of a folder. Check that no file name has a stray capital letter.Step 5 is the one people skip. A game with no restart button feels broken, even when the code is perfect.
The same pattern shows up in bigger AI products too. I wrote about the common mistakes when building with AI if you want the longer version.
These are small enough to ship in a weekend, with AI or without.
Pick the one you'd play. That sounds obvious, but it matters around hour six.
Yes. Free tiers of v0, Claude, Cursor, Lovable, Bolt.new and Replit are enough for a simple game. Cloudflare Drop is free to start, and a small static site fits comfortably on Cloudflare's free plan.
No. Cloudflare gives you a free workers.dev link, GitHub Pages gives you github.io, and Netlify and itch.io do the same. A custom domain is a nice upgrade later, not a requirement.
No. Cloudflare Drop is a drag-and-drop deploy for static files. Cloudflare Pages connects to a Git repo and builds your project. Both put static files on Cloudflare's network, but Drop is faster for a one-off folder you already built.
Yes. Export the project as WebGL or HTML5, then upload the export folder. Static hosting works fine. Keep an eye on the build size, because WebGL games can take a while to load on mobile.
A few hours for one mechanic. A weekend for something you'd show a friend. Most of that time goes into testing and tuning, not writing code.
No. But spend 20 minutes on type, color and spacing. Use one font, one accent color and consistent padding. It makes the game feel ten times more finished.
Some people will, if you show it where they already are. Don't expect the internet to find it on its own. Post a clip, share one link, and ask for feedback.
Usually, yes. Test early. AI often writes keyboard-only controls, so ask for touch controls and a responsive canvas before you start polishing.
Start smaller than feels comfortable. Ship sooner than feels finished. Then send the link to one person who will actually play it.
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