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Customizing and exporting a playable

Updated September 9, 2026

Editing happens in the Customization Engine. Shipping happens in Export. Both live on the variant, so the thing you approved in the preview is the thing that gets built.

Opening the editor

Games → your game → the version → the variant → Customize.

You can also open the editor from any template in the catalog without an account. Those edits stay in your browser — sign in and unlock the template to keep them and to export.

The four panels

PanelWhat it holdsTypical use
ConfigsNumbers and switches the template author exposedTimers, reward values, difficulty, win and lose conditions
AssetsTextures, audio, fonts, 3D modelsSwap the artwork for your own from the media library
ObjectsOn-screen elements and their stylingMove a label, change its font, size or colour
MapsLevel and layout dataChange which level the playable loads

Every value you have changed is marked with a dot, so you can always see what is yours and what came from the template. Reset puts one value — or a whole panel — back to what the template ships with.

Preview, reload, save

The preview is a real device frame running the real engine: portrait or landscape, sound on. It is the sign-off surface — what you approve here is what the network serves.

Edits are staged, not live. Press Reload to run the preview with them, and Save to keep them. Reloading without saving is safe; leaving the page without saving is not.

Watch the size

Every ad network caps how large a creative may be. The editor shows a running size estimate as you work, which is the number to check the moment you replace a texture or an audio file with a bigger one.

Exporting

Press Export. The panel asks for two things:

  1. Store links — the Android and iOS destinations the CTA opens. Both must be full http(s) URLs. They are baked in at export time, so the same variant can point at different destinations for different campaigns without being re-edited.
  2. Languages and ad networks — every locale on the variant and all seven networks are selected by default. Deselect anything you are not running this time.

Then confirm. The build runs in the background; keep the panel open and the ZIP downloads by itself when it is ready.

What arrives

One outer ZIP named after the variant — {game}_{version}_{variant}.zip — laid out as:

playable/<locale>/<network>/…

The un-localized build always ships under default/, so a regional lead can hand one folder to one market's networks. Every build inside is fully self-contained: assets are inlined and nothing is fetched at runtime, which is what the networks require.

What it costs

SituationCharge
Template not unlocked yetThe export unlocks it and charges the template's price
Free exports left in the poolNothing
Pool exhausted, or a free templateThe current per-export price

The export button states exactly what this export will cost, and how many free ones are left, before you confirm it — that figure is the one you are charged.

The charge is flat: one export costs the same whether it contains one locale and one network or every locale and all seven. Re-exporting an unchanged variant is a cache hit but still costs the same — caching saves you time, not credits. An export that fails through a fault on our side is not charged.

The download window

The delivered ZIP is kept for 6 hours and then reclaimed. That is a deliverable, not an archive: the export itself stays in your history with the credit it cost, and you can re-export whenever you want.

Who can do this

Any member and above can edit and export — exporting spends a credit but does not require billing permission. Buying credits does.

See also Localizing a variant and the top-up policy.