EngineForge Docs

Connecting your accounts

Connect GitHub, itch.io, Steam, and GameMaker in the console so EngineForge can clone your repo and publish your builds.

EngineForge needs to read your game's source and push the finished build to a store, so you connect those accounts once in the console under Settings → Services. Each connection is per user, and you can disconnect at any time.

GitHub (required)

Every build clones your repository, so GitHub is required for any build.

  • Settings → Services → GitHub → Connect, and authorize EngineForge.
  • After connecting, your repositories are available when you create a project.

itch.io

Needed to publish to itch.io.

  1. Get a personal API key at itch.io → Settings → API keys.
  2. Settings → Services → itch.io, paste the key, and connect. The console shows your itch.io username once it's verified.
  3. Create the game's page on itch.io first. EngineForge uploads to a page that already exists — it can't create one. You'll reference it in a workflow as owner/game, matching the page URL https://<owner>.itch.io/<slug>.

Steam

Needed to publish to Steam. Steam sign-in uses Steam Guard, which a build machine can't answer interactively — so you authenticate once locally and hand EngineForge the result:

  1. Run steamcmd +login <account> on your own machine and enter the Steam Guard code.
  2. Base64-encode the resulting ~/Steam/config/config.vdf.
  3. Settings → Services → Steam, enter your account name, paste the base64 config.vdf, and connect.

See Publishing to Steam for the per-workflow App ID and depot setup.

GameMaker (optional)

GameMaker builds use a free guest licence by default (covering HTML5 and Linux), so most users don't need to connect anything. If you have a paid GameMaker subscription and want to build with it:

  1. Generate a personal Access Key at gamemaker.io → Account → Access keys.
  2. Settings → Services → GameMaker, paste it, and connect.

Next steps

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