Launchway
The studio

One person, one hard constraint

Launchway Games builds browser games under a hard constraint: one file, no external requests, open and play.

The constraint is the product

Every Launchway game ships as a single self-contained HTML file. The code, the artwork, the fonts and the sound all live inside it. Nothing is fetched from anywhere at runtime.

That sounds like an engineering footnote and it isn't. It's why the games open in about a second on an old phone, why they work on a school or office network that blocks half the internet, and why they can be dropped onto any host without a server, a build step or a CDN behind them.

How the games get made

Each game starts as a playable loop with nothing else in it, and has to survive a single question before anything is added: is ninety seconds of this fun with no progression, no story and no rewards? If it isn't, no amount of content fixes it.

After that, everything is measured rather than assumed. Every game here has an automated test suite, and every game here has shipped a bug the suite couldn't see — a control that existed but sat below the fold, a mechanic that worked while the display lied about it. The test suite is a floor, not a ceiling. The real instrument is playing the build on a phone.

Licensing

Every game here is one HTML file that makes no external requests. It runs from a folder, a USB stick, a kiosk behind a firewall, or a seat-back screen with no connection at all. That is the whole integration story — there is no SDK, no bundle, no build step and nothing to host.

Two things are licensable

A single title. One game, delivered as a build configured for you.

A collection with a front end. The catalogue, or a selection chosen for your audience, behind either a plain menu or a walkable 3D hub, in your branding.

This suits a screen you control and a connection you cannot rely on — a stand at an event, a kiosk, a seat-back, an installation somewhere with no signal. The files go on the device and stay there.

A selection is usually the better answer than all of them. A stand aimed at families and one aimed at engineers want different things, and picking the six or eight that suit your audience is part of what you are paying for.

What a licensed build can include

These are configured per licence. The public builds on this site do not carry them — a licensed file is prepared for you and is not the same artefact.

  • Your branding — name, colour and mark on the title screen
  • Domain locking — the build runs on your domains and nowhere else, or unrestricted for offline and kiosk use
  • A named build, so you know exactly which file you are running

Ad integration is possible but is a deliberate exception: an ad provider means an external request, and a game that calls out stops working in exactly the offline settings this architecture exists to serve. Worth a conversation rather than an assumption.

Terms

Non-exclusive by default; exclusive by arrangement. Copyright in the game stays with Launchway Games under either. What a licence grants is the right to run and distribute the game on your own properties, for a defined term and territory.

For terms, a playable build, or a specific integration question, get in touch: ryan@launchwaygames.com

Technical notes for partners

  • A single HTML file — no bundle, no assets folder, nothing to install
  • Zero external requests — verified by an automated test on every build
  • Touch-first; every control reachable without a keyboard
  • Renders identically in portrait and landscape
  • Saves to browser storage; no account, no server, no personal data
  • Third-party licences (three.js MIT, SIL OFL fonts) retained in the shipped file