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
| Panel | What it holds | Typical use |
|---|---|---|
| Configs | Numbers and switches the template author exposed | Timers, reward values, difficulty, win and lose conditions |
| Assets | Textures, audio, fonts, 3D models | Swap the artwork for your own from the media library |
| Objects | On-screen elements and their styling | Move a label, change its font, size or colour |
| Maps | Level and layout data | Change 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:
- 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. - 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
| Situation | Charge |
|---|---|
| Template not unlocked yet | The export unlocks it and charges the template's price |
| Free exports left in the pool | Nothing |
| Pool exhausted, or a free template | The 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.