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LumoAsset Store

Building & exporting games

Package your Lumo project for Windows, the web and mobile, with CI-friendly CLI builds.

Build targets

Target Extension Notes
Windows .exe x64, Vulkan / DirectX 11
Web .zip WASM + WebGL2, deployable to any static host
Linux binary x64, experimental
Android .apk arm64, requires the Android SDK

Editor build

Open Project → Build:

  1. Select the target platform.
  2. Choose a scene list (the first scene is the entry point).
  3. Press Build.

Output lands in Build/<platform>/.

Headless builds

The editor ships a CLI so you can build from a terminal or CI job:

LumoEditor.exe --project ./my-game --build windows --out ./dist

Useful flags:

--project      path to the project folder
--build        windows | web | linux | android
--out          output directory
--release      strip debug symbols and enable minification
--quiet        only print errors

GitHub Actions example

- name: Build Lumo game
  run: |
    ./LumoEditor.exe --project . --build web --out ./dist --release --quiet
- uses: actions/upload-artifact@v4
  with:
    name: web-build
    path: dist/

Optimisation checklist

  • Textures — set streaming on any texture larger than 1024px.
  • Audio — export music as OGG (streamed) and SFX as WAV (memory).
  • Meshes — enable mesh compression for props over 10k triangles.
  • Scenes — mark heavy scenes as async load so the first frame stays fast.

Publishing builds

Web builds are a folder of static files — drop them on Vercel, Netlify or any static server. Windows builds are a single folder; zip it and ship it on itch.io or your own site.

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