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To sell a Windows game made with GameMaker on 29 October 2026, use a commercial Professional license ($99.99 one time), export a tested Windows build, publish a downloadable zip on itch.io, and upload a zip through Steamworks if you also want Steam. You do not need a publisher. The important date ahead is 1 January 2027: commercial distribution made with the new GMRT runtime becomes free on desktop, mobile, web and GX Games, but commercial distribution made with the existing GMS2 runtime still requires Professional. GMRT is still rolling out in beta, so confirm that its Windows target is ready before changing a launch plan.
Can I sell a GameMaker game made with the Free license?
Not today if the game can make money. GameMaker’s licence article, updated 22 October 2026, says the Free tier lets you share projects only while they do not make money. Its Get-page FAQ is explicit: “If you want to make money from your game, you need to buy a Commercial License for $99.99.” That applies whether the sale is on Steam, itch.io, or your own store.
The Free tier does not add a forced watermark or splash screen. That absence of branding does not turn a money-making release into a non-commercial one. An itch.io page with a price, donations, or any other way to collect money should be treated as commercial; there is no reliable “$0 or donate” loophole in the published licence wording. Buy Professional before enabling payments, or make a genuinely non-commercial release.
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| Tier | Price (checked Oct 2026) | Commercial targets | Important limit |
|---|---|---|---|
| Free | $0 | Non-commercial sharing | Must not make money |
| Professional | $99.99 one time | GX Games, Windows, macOS, Ubuntu, HTML5, Android, iOS and tvOS | Does not grant console export |
| Enterprise | $79.99/month or $799.99/year | Professional targets plus Xbox, PlayStation and Nintendo Switch | Console export also requires platform-holder approval |
To purchase, sign in at gamemaker.io/account, use the Get page and complete Stripe Checkout. Professional should then show as Purchased on your dashboard. Download the IDE from GameMaker’s Download page; the next launch installs additional components.
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What changes on 1 January 2027?
GameMaker announced that the GMRT runtime will be free for commercial distribution on desktop, mobile, web and GX Games from 1 January 2027. The change is runtime-specific, not a blanket statement that every GameMaker project is free to commercialise.
- GMRT: a 2027 game that actually uses GMRT can be sold on Windows without buying Professional, once the required Windows target is available.
- GMS2 runtime: commercial distribution still needs Professional after the date.
- Existing Professional owners: keep the right to ship GMS2-runtime games and gain access to GMS2 runtime source code.
- Consoles: Enterprise and approved-developer status remain required on either runtime.
- Pricing: existing tier prices do not change.
GMRT continues to roll out in beta across platforms. If you are shipping this quarter, follow the mature GMS2 path and keep Professional. If you are starting a clean-sheet PC game for a 2027 launch, check the current GMRT Windows export status and test the exact target before relying on the free commercial rule. The Get page still contains an older statement that commercial GMRT would require Professional; the 23 October 2026 announcement is the newer authority for the 2027 rule.
Should a paid Windows game use GMS2 or GMRT?
Choose based on launch date and target stability rather than the license price alone. GMS2 is the established commercial path; GMRT may remove the PC-commercial license gate in 2027 but is still in beta.
| Runtime | Commercial Windows rule | Strength | Risk or qualification |
|---|---|---|---|
| GMS2 | Professional required | Mature workflow and known Windows export | Still a paid commercial runtime after 1 January 2027 |
| GMRT | Commercial desktop distribution free from 1 January 2027 | No Professional fee for an eligible 2027 PC release | Platform rollout is beta; no published Windows performance comparison establishes an advantage |
Projects cannot be described as “GMRT-free” merely because the IDE is free: the shipped runtime and the date of distribution determine the rule. Console plans do not become free under this change.
What do I need before building the Windows version?
GameMaker is a 2D-centred, cross-platform engine with one project codebase. Its editors cover levels, images, tiles, objects, scripts, audio and animation, and it supports both programming and drag-and-drop workflows. Native targets listed by GameMaker include Windows Desktop, macOS, Ubuntu, Android, iOS, Web, PlayStation, Xbox and Nintendo Switch.
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- Install GameMaker from the Download page and sign in with the account that owns the required license.
- Create the project, set Windows Desktop as the target in Target Manager and keep the project in a version-controlled folder. GameMaker supports Git integration.
- Install only the SDK versions listed in GameMaker’s required-SDK guidance. Toolchains that are too new can break a build just as older ones can.
- If you will use YYC, install Visual Studio 2022 (the free 2026 Community Edition is also suitable), select the Desktop development with C++ workload, and retain the v142 (Visual Studio 2019) build tools. Keep the Windows 11 SDK selected by Visual Studio. ARM machines need the additional ARM packages.
- In GameMaker, set File > Preferences > Platform Settings > Windows and point the toolchain to
VsDevCmd.bat. A default Community 2022 path isC:Program FilesMicrosoft Visual Studio2022CommunityCommon7ToolsVsDevCmd.bat; Visual Studio 2026 users change2022to18.
Since GameMaker 2022.8.0, Windows packages are 64-bit only. An ARM64 package does not run on x64 Windows, so choose the architecture that matches the machines you intend to support. Consult GameMaker’s current system-requirements page for IDE hardware requirements rather than assuming a minimum RAM or CPU figure.
Should I compile with VM or YYC?
Use VM while iterating and debugging, then consider YYC for a release where runtime speed matters. The two targets have different toolchain and debugging requirements.
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| Compiler | Iteration and runtime | Requirements | Debugging |
|---|---|---|---|
| VM | Fast compile and iteration; slower in-game execution | No additional compiler toolchain | GameMaker debugger works |
| YYC | Slower compile; faster runtime, especially for logic-heavy games | Visual Studio and the configured C++ tools | GameMaker debugger does not run on YYC builds |
Do not claim a universal FPS gain: no GMRT-versus-GMS2 or general YYC percentage is established here. Profile your own game and keep a VM build for diagnosis.
How do I create a Windows executable?
Finish testing before packaging, including a test on a computer that does not have the GameMaker IDE installed. Replace default icons and any “Untitled Project” window title before sending the build to players.
- Set the Windows target and compiler in Target Manager.
- Click Create Executable at the top of the IDE.
- Choose a package format when prompted, unless Preferences already fixed the choice.
- Open the output folder that GameMaker displays and run the packaged game outside the IDE. Check saves, resolution changes, audio, controller input and first-launch behavior.
| Format | What the player receives | Use it for |
|---|---|---|
| Package as Installer | An installer that places the required files together, creates shortcuts and appears in Control Panel for uninstall | General direct distribution and an itch.io-style download |
| Package as Zip | A compressed archive that the player extracts; it contains a standalone executable and supporting files, with no shortcuts | Steam and other archive-based delivery |
GameMaker recommends Package as Installer for general distribution. Steam is the exception: you must make a zip package. Sending Steam an installer executable causes the game to fail for players. Steamworks can accept the zip or extracted loose files arranged in the depot; extracted files are commonly used to preserve the depot structure.
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For Steam, Windows uses a compressed .zip. A macOS upload is an .app.zip with “Build for Mac App Store” disabled, and Linux/Ubuntu uses a compressed zip. Do not choose a .dmg for Steam. Advice about a Mac IDE’s old remote worker is obsolete; GameMaker removed Remote Worker in January 2022.
How do I publish the Windows game on itch.io?
itch.io is the fastest first release: publishing is free, there is no store review, and a project can be live the same day. The creator chooses the default revenue cut, which the 2026 storefront guide lists as 10 percent.
- Create or sign in to an itch.io account and choose Upload new project.
- Set the project kind to Downloadable.
- Upload the Windows zip containing the executable and all supporting data files. Do not tick “played in the browser” unless you also uploaded an HTML5 build.
- Choose a fixed price, no payment, or pay-what-you-want. If the page can collect money, use Professional under the current rules (or a qualifying GMRT build after 1 January 2027).
- Add a 630×500 cover, screenshots and a clear description, set visibility to Public, and publish.
Use itch.io as a real release, not only a private test link. Downloaders will expose missing files, incorrect working-directory assumptions and hardware-specific issues before you lock a Steam build.
How do I publish the game on Steam?
Steam is a Steamworks project rather than a drag-and-drop upload of the installer. You need a Steam account, Steamworks partner access, tax and identity verification, a paid Steam Direct submission and a zip build.
- Open Steamworks at partner.steamgames.com, add a build account that can edit App Metadata and Public App Changes, and complete payment, tax and identity steps.
- Pay the Steam Direct fee for each product: GameMaker’s 22 October 2026 help article lists $100 at the time of writing.
- Choose Create new app and write down the package IDs before closing the prompt.
- In Edit Steamworks Settings, confirm the name and app type, select supported operating systems, then open Installation > General. Add a launch option for each platform and point it to the GameMaker executable filename.
- Create or rename a SteamPipe depot (for example, “Windows Content”), set its language and platform, save, and publish the settings through View Diffs > Prepare for Publishing > Publish to Steam. Enter the confirmation code and choose Really Publish.
- Add the depot to the package, upload the compressed Windows zip through SteamPipe, and assign the build to the appropriate branch.
- Install the official Steamworks extension from the GameMaker Marketplace at marketplace.gamemaker.io/assets/10709/steamworks-ext if the game needs achievements, cloud saves, overlay or other Steam API features. Read the included setup guide for your IDE/runtime version.
GameMaker’s Steamworks runner already calls Steam’s SteamAPI_RestartAppIfNecessary. Do not add Steam’s DRM Wrapper; it can conflict with the runner. Steam Client must be open when testing the Steam API, and API changes often require launching the copy installed through Steam rather than the IDE copy.
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The Marketplace extension is the preferred stability choice. GitHub releases of the extension may contain newer fixes but can be less stable; use one only when you need a specific fix and have verified it against your runtime.
Do I need a publisher to release a PC game?
No. You can publish directly, keep the same Windows build on multiple stores, and decide separately how to handle marketing, support and taxes. A practical order is:
- Export a clean Windows build.
- Publish the zip on itch.io and watch for installation feedback.
- Open a Steam Coming Soon page while development continues, then upload the corrected build through SteamPipe.
A publisher may provide funding, localization, marketing or platform relationships, but none of those services is a technical requirement for an itch.io or Steam release.
Independent reader supportYour contribution helps us test, update, and keep practical guides available for everyone.How long does it take to get a GameMaker game on Steam?
There is no guaranteed GameMaker-specific schedule. The 2026 storefront guide cited by GameMaker lists roughly one to five business days for Valve review of a build and a store page, while recommending a Coming Soon and wishlist period of two to six months. Treat those as planning figures from that guide, not a promise from Valve.
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Scan for outdated or missing drivers - takes under a minuteDriver Scan →Clear out junk files and repair common Windows errorsFree Scan →Your critical path is usually account verification, store assets and copy, a correct depot, and any fixes found after external installs. Submit the store page early, keep the build private while you resolve issues, and leave time for a rejected or delayed review.
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What files do I need to publish a Windows game?
- A GameMaker-generated Windows executable.
- Every data, library and runtime file generated alongside that executable.
- A zip for Steam; an installer or zip for direct and itch.io distribution.
- Store artwork: itch.io cover and screenshots; Steam capsule, header and library art.
- Game description, system requirements, supported OS declaration and launch options.
- For Steam features, the configured Steamworks extension and the correct App ID/depot arrangement.
Never upload only the .exe. A missing data or library file is the most common reason a build works on the development machine but fails for a downloader.
What are the common publishing failures?
- Payment is enabled on a Free-tier build: stop the listing, obtain Professional under the current rule, and rebuild or confirm that the project genuinely uses the post-2027 GMRT commercial terms.
- Steam receives an installer: return to Create Executable, select Package as Zip, and upload that archive or its extracted depot contents.
- YYC will not compile: verify the Visual Studio C++ workload, v142 tools, Windows SDK and the
VsDevCmd.batpath in Preferences. - Steam API calls do nothing: open Steam Client, launch the Steam-installed build, confirm the App ID and extension setup, and do not use DRM Wrapper.
- A build works only on the developer PC: install it on a clean machine, keep all generated files together, and check that the package architecture matches the target Windows hardware.
- A console build is expected from Professional: consoles still require Enterprise and approval from the platform holder, regardless of runtime.
Which launch plan makes sense for a 2026 or 2027 project?
For a release before 1 January 2027, buy Professional, use the proven GMS2 Windows pipeline, and publish to itch.io while Steam review is in progress. For a 2027 project that can tolerate beta-platform risk, evaluate GMRT early, verify its Windows export, and document the runtime used in your license and store records. In both cases, package a clean Windows build, test outside the IDE, and keep Steam’s zip requirement separate from the installer you may offer elsewhere.
Frequently Asked Questions
Can I keep selling a GMS2 game after GMRT becomes free?
Yes, provided you hold the required Professional commercial rights for the GMS2 runtime. The 1 January 2027 change removes the commercial fee for eligible GMRT distributions; it does not retroactively relicense GMS2 projects.
Do I need Visual Studio to export every GameMaker Windows build?
No. VM builds need no extra compiler toolchain. Visual Studio is needed for YYC, and its C++ workload, v142 tools and correctly selected SDK must be installed for that path.
Why does my Steam build start from the IDE but not from Steam?
Steam API behavior depends on the Steam Client and the Steam-installed copy. Open the client, launch the uploaded build, verify its App ID and launch option, and avoid applying Steam’s DRM Wrapper to a GameMaker runner.
Can one Windows build be sold on both itch.io and Steam?
Yes. The same tested Windows files can serve both stores, but Steam requires the zip/depot workflow while itch.io can offer an installer or zip. Keep store-specific launch integrations and metadata in their respective packages.
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