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Every number here comes from OpenGame’s limits file, version 2026-10. The CLI ships with a copy and the server enforces the same file. The limits are grouped by the step where you meet them. Before each upload, opengame deploy reads GET /api/v1/bootstrap for the current archive and file limits and the oldest CLI the server accepts. /api/v1/limits answers the same. A tightened limit applies to new deploys only, so a release that already passed stays valid.

Package your bundle

The CLI checks these before it uploads, and the server checks them again. A bundle over any of them fails.

Fill in opengame.json

The website edits the same fields.

Sign in from the CLI

Deploy a release

Per account, unless a row says otherwise.

Preview and submit

Pass the performance checks

A game that misses one of these gets a warning, except First frame.

Test at desktop sizes

The playtest run opens your game at each of these sizes and resizes it once without a reload.

Reach the network from your game

Every runtime contract lets a game reach these OpenGame hosts. From contract 2027-03, which every new upload gets, a game may also reach any other https: or wss: host, except the services under What a game may not do.

What a game may not do

These are refused whatever host a game uses. The checks look for the services listed here, and a reviewer plays every game against the rule, so a service missing from the list is not allowed either.

Call the SDK

The SDK’s own limits, and the platform’s limits on what a game sends it.

Run a multiplayer room