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Yes—you can make and publish a commercial Windows game in GameMaker without a publisher. On 29 October 2026, a game made with the GMS2 runtime needs the one-time $99.99 GameMaker Professional licence before you accept money on Steam, itch.io, your own store, or another commercial channel. You create the Windows build with Create Executable, choose Package as Installer for ordinary downloads or Package as Zip for Steam, then upload the finished files to each store.
A major licensing change starts on 1 January 2027: commercial games made with the newer GMRT runtime on desktop, mobile, web, and GX Games will not require Professional. GMRT is still rolling out in beta, however, and that change does not make commercial GMS2 distribution free or remove Enterprise and platform-holder approval for consoles.
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Can I sell a GameMaker game made with the Free licence?
Not today if the game can make money. GameMaker’s licence article says the Free tier is for non-commercial sharing, while its Get-page FAQ states: “If you want to make money from your game, you need to buy a Commercial License for $99.99.” That includes a paid download, an optional donation, a pay-what-you-want price, or another payment route.
Professional is a one-time purchase. Sign in at gamemaker.io/account, buy Professional on the Get page through Stripe Checkout, confirm that the dashboard shows it as Purchased, and then install or launch the IDE from the Download page. GameMaker does not force a watermark or splash screen on Free, Professional, or Enterprise builds.
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| Tier | Commercial targets | Price checked Oct 2026 | Important limit |
|---|---|---|---|
| Free | Non-commercial projects on any supported platform | $0 | You may share only while the project makes no money |
| Professional | GX Games, Windows, macOS, Ubuntu, HTML5, Android, iOS and tvOS | $99.99 one time | Commercial GMS2 distribution is allowed; consoles are not included |
| Enterprise Subscription | Professional targets plus Xbox, PlayStation and Nintendo Switch | $79.99 per month or $799.99 per year | Console export also requires approved-developer status with the platform holder |
Those prices are GameMaker’s listed prices and may be converted to a local equivalent at checkout. The licence article was updated 22 October 2026. Because the Get-page FAQ still contains an older statement about GMRT, use the 23 October 2026 GMRT announcement for the 2027 rule and the current licence article for the rule that applies today.
Should I choose GMS2 or GMRT for a paid Windows game?
Choose the runtime based on your launch date and the target build that is actually available. GMS2 is the mature route for a game shipping now; GMRT is the strategic option for a clean-sheet project launching in 2027, provided its Windows target has reached the beta stage you need.
| Runtime | Commercial Windows rule | State in late 2026 | Best fit |
|---|---|---|---|
| GMS2 runtime | Professional is required for commercial distribution | Mature and currently supported | A game releasing this quarter or a project already built in GMS2 |
| GMRT | Commercial desktop distribution becomes free on 1 January 2027 | Still rolling out in beta across platforms | A new project targeting a 2027-or-later PC release after confirming Windows availability |
The 2027 change applies to GMRT on desktop, mobile, web and GX Games. It is not a blanket “GameMaker is free forever” licence. A game made for the GMS2 runtime still needs Professional after 1 January 2027, although Professional owners retain GMS2 commercial rights and gain access to GMS2 runtime source code. Console export still requires Enterprise and approved-developer status regardless of runtime. Existing tier prices do not change.
GameMaker’s Head of GameMaker, Russell Kay, described GMRT as continuing to roll out in beta. In practical terms, do not cancel a Professional purchase for a Windows launch this quarter on the assumption that a future GMRT build will be ready. Confirm the target, IDE version and required export components before committing a release schedule.
What do I need before I start the Windows build?
You need a GameMaker account, the IDE, a Windows target selected in the project, and a plan for testing the exported files on a computer that does not have the editor installed. GameMaker is a 2D-centred, cross-platform engine with object, image, tile, level, script, audio and animation tools, plus both drag-and-drop actions and its programming language.
- Create or sign in to your account. Use the account dashboard for licensing and the Download page for the IDE. The first launch can download additional components.
- Set the Windows target. Use Target Manager in the IDE and keep the target configuration consistent between development, testing and release builds.
- Check system requirements. GameMaker’s current system-requirements page is the source of truth for the editor. Do not rely on an old RAM or CPU number copied from a forum; no current minimum-spec table was established here.
- Install optional native-build tools only when required. VM builds need no extra compiler toolchain. YYC builds require Visual Studio.
What Visual Studio setup does YYC need?
GameMaker’s Windows guidance is intended for Visual Studio 2022. The free 2026 Community Edition also works, while Visual Studio 2019 remains usable but cannot create ARM64 native packages. In Visual Studio, install the Desktop development with C++ workload and keep the v142 (Visual Studio 2019) build tools. On ARM hardware, add the ARM packages. Keep the Windows 11 SDK selected by Visual Studio rather than replacing it with an old Windows 10 SDK.
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Point GameMaker to VsDevCmd.bat under File > Preferences > Platform Settings > Windows. The default Community 2022 path is C:Program FilesMicrosoft Visual Studio2022CommunityCommon7ToolsVsDevCmd.bat; for Visual Studio 2026, change the version folder from 2022 to 18. Toolchains that are too new or too old can both break a build, so follow GameMaker’s Required SDKs guidance for the IDE version you installed.
Should I use VM or YYC when compiling?
Use VM for fast iteration and debugging, then consider YYC for the release candidate if its native-build requirements fit your team. The choice changes the compile and debugging workflow, not the commercial licence.
| Compiler | Strength | Trade-off | Toolchain |
|---|---|---|---|
| VM | Fast compile and iteration; GameMaker debugger works during runs | Usually slower in-game than YYC | No additional toolchain required |
| YYC | Faster in-game execution, especially for logic-heavy projects | Slower compilation; the GameMaker debugger is unavailable on YYC runs | Visual Studio with the required C++ workload and SDKs |
Profile and diagnose with VM during development, then run the exact YYC or VM configuration you intend to ship on a clean Windows machine. Do not claim a universal percentage improvement: no GMRT-versus-GMS2 or VM-versus-YYC performance figure is established for this guide.
How do I make a Windows executable in GameMaker?
Finish the game, test the exported files outside the editor, and then use GameMaker’s top-bar Create Executable command. Windows packages have been 64-bit only since GameMaker 2022.8. An ARM64 package does not run on x64 Windows, so select the architecture that matches the machines you intend to support.
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- Set the final Windows target. Check the game name, icon, window title, save paths, input settings and display options before exporting.
- Run a release build. Build with the compiler configuration you selected for shipping and wait for the output to complete.
- Choose a package type. GameMaker asks for Installer or Zip unless Preferences has already locked the choice.
- Open the output folder. The IDE opens the compiled location in Explorer. Copy the complete output, not just the executable; the data and library files are part of the game.
- Test without the IDE. Install or extract the build on a separate Windows machine, launch it from the same path a player will use, and check first-run saves, permissions, resolution changes, controller input, audio and uninstall behavior.
When should I choose Package as Installer?
GameMaker recommends Package as Installer for general distribution. It puts the required files together, lets Windows treat the game as an installed application, creates shortcuts and adds an uninstall entry in Control Panel. It is a sensible choice for a direct download from your site or an itch.io page when you want a familiar setup wizard.
When should I choose Package as Zip?
Package as Zip creates a compressed archive that the player extracts. It has no installer-created shortcuts and no Control Panel entry, but it is portable and easy to upload. Steam requires a zip package. Sending Steam an installer executable causes the game to fail for players. For Steam, upload the compressed Windows zip or, more commonly, the extracted loose files arranged in the SteamPipe depot structure.
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| Package | Use it for | Player experience | Critical warning |
|---|---|---|---|
| Installer | Direct downloads and ordinary itch.io distribution | Shortcuts, installed-app behavior and Control Panel uninstall | Do not submit the installer executable as the Steam build |
| Zip | Steam and portable downloads | Extract the archive and run the executable; no shortcuts by default | Include every generated data and library file |
GameMaker’s current Windows compiling guidance recommends the Installer for general distribution and explicitly requires Zip for Steam. Advice about building Windows packages from the Mac IDE through a Remote Worker is legacy: GameMaker removed Remote Worker in January 2022.
How do I publish the game on itch.io?
itch.io is the quickest first release because publishing is free and there is no store review. A real public page can be live the same day if the build, screenshots and description are ready.
- Create or sign in to an itch.io account. Choose Upload new project.
- Set the project kind to Downloadable. Upload the Windows zip or installer. Tick played in the browser only when you are also uploading an HTML5 build.
- Choose the payment mode. itch.io supports a fixed price, no payment, or pay-what-you-want. A creator can choose the default revenue share, which the June 2026 storefront guide describes as 10 percent unless changed.
- Add store assets. Use a 630×500 cover image, screenshots, a clear description, controls, supported Windows architecture and known limitations.
- Set visibility to Public and publish. Download the file as a visitor and install or extract it on a clean Windows machine before directing players to the page.
The Free GameMaker licence is not a donation loophole. If an itch.io page can collect money through a fixed price, pay-what-you-want setting or donations, the project can make money and falls outside the Free-tier grant. For a release using GMS2 today, buy Professional before enabling any payment option. From 1 January 2027, the no-Professional commercial rule applies only when the game is actually built on GMRT and the required GMRT Windows target is available.
How do I put the same game on Steam?
Steam is a Steamworks project rather than a drag-and-drop upload of your installer. You need a Steam account, a Steamworks partner account, a paid Steam Direct submission, tax and identity information, a SteamPipe depot, and a Windows zip or extracted depot files.
- Open Steamworks. Go to partner.steamgames.com, complete the account, tax and identity steps, and pay the Steam Direct fee for each product. GameMaker’s Steamworks help article lists $100 per product at the time of writing.
- Add the people who will build the release. Create a build account with permission to edit App Metadata and Public App Changes.
- Create the app. Pay the Product Submission Fee to receive an app credit, choose Create new app, and write down the package IDs shown in the creation prompt before closing it.
- Configure the store and launch option. In Edit Steamworks Settings, confirm the app name and type, supported operating systems, and then open Installation > General. Add a launch option for Windows that points to the GameMaker executable name.
- Create a depot. Create or rename a SteamPipe depot such as Windows Content, select the language and platform, save, and add the depot to the package.
- Prepare the files. Use the GameMaker Zip export, or place the extracted loose files in the depot structure. Do not upload a GameMaker installer as the launch file.
- Upload through SteamPipe. Follow the SDK version named on GameMaker’s Required SDKs page, extract it to a short path such as
C:SteamworksSDK, and upload the depot content. - Publish changes. In Steamworks use View Diffs, Prepare for Publishing, Publish to Steam, enter the confirmation code and select Really Publish.
- Complete the store page. Add capsule, header and library art, a short and long description, screenshots or a trailer, system requirements, price and release date. A Coming Soon page gives wishlists time to accumulate before launch.
How do I add Steam achievements, cloud saves or overlay features?
Install the official Steamworks extension from the GameMaker Marketplace at marketplace.gamemaker.io/assets/10709/steamworks-ext. The Marketplace extension is the preferred starting point; the YoYoGames/GMEXT-Steamworks GitHub release may contain newer fixes but can be less stable. Read the PDF or wiki included with the extension and match its setup instructions to an IDE/runtime version 2022.6 or later.
Download the Steamworks SDK version named by GameMaker’s Required SDKs page rather than assuming the newest SDK is compatible. Keep the Steam Client open whenever you test the Steam API. A compiled GameMaker executable can restart under Steam because the runner already uses Steam’s SteamAPI_RestartAppIfNecessary functionality.
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Do not apply Steam’s DRM Wrapper to a GameMaker build. GameMaker’s runner already uses the more reliable restart path, and the wrapper can produce errors. API changes often need to be tested from the Steam-installed copy, not only by pressing Run inside the IDE.
How long does it take to get a GameMaker game on Steam?
The technical upload can be completed as soon as your Steamworks account, tax verification, store assets and build are ready. A June 2026 third-party storefront guide estimates roughly one to five business days for Valve’s build and store-page reviews, but that is not a guaranteed service level. A practical launch plan opens the Coming Soon page two to six months before release so wishlists can build while you fix issues found by early players.
itch.io has no comparable review queue, so a sensible sequence is: publish a clean Windows build on itch.io, watch for installation and controller problems, then upload the corrected zip to Steam and set the Steam release date. Store review time, tax verification, missing metadata and broken launch options are the usual schedule risks—not the GameMaker export button itself.
Do I need a publisher to release a PC game?
No. You can create the game, purchase the appropriate GameMaker licence, open store accounts, upload the build, set the price and handle support yourself. A publisher may provide funding, marketing, localisation or platform relationships, but neither itch.io nor Steam requires one.
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The same Windows build can be distributed through more than one store, although each storefront needs its own page, pricing, support information and update process. Keep a versioned master build and create store-specific packages only where a platform requires them; Steam is the key case because it needs a zip/depot layout rather than an installer.
Independent reader supportYour contribution helps us test, update, and keep practical guides available for everyone.What does it cost to release on common PC stores?
The figures below separate GameMaker’s own licence information from a June 2026 third-party storefront comparison. Store cuts and review policies can change, so check the platform’s current partner terms before setting a price.
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| Store | Listing cost reported in 2026 | Revenue share reported in 2026 | Review or curation | Useful role |
|---|---|---|---|---|
| itch.io | Free | Creator-chosen; 10% default in the cited guide | No review | Fast first release, demo or jam build |
| Steam | $100 Steam Direct fee per product according to GameMaker’s help article, checked Oct 2026 | 30% in the cited third-party guide, lower at scale | Build and store-page review | Large audience, wishlists and Steam features |
| Epic Games Store | Free self-publishing in the cited guide | 12% in the cited guide | Curated | Additional PC storefront reach |
| GOG | Free in the cited guide | 30% in the cited guide | Manual curation | DRM-free audience |
| Microsoft Store | About $19 one-time individual developer fee in the cited guide | 12% to 30% in the cited guide | Certification | Windows ecosystem distribution |
Only the $100 Steam Direct amount is stated in GameMaker’s own Steamworks documentation, and that page qualifies it as the amount at the time of writing. Treat the other store figures as a dated comparison, not a promise of current platform policy.
What commonly breaks a GameMaker PC release?
- The project earns money while still on Free. Disable every payment route or purchase Professional before publishing a commercial GMS2 game. “$0 or donate” is still risky if the page can accept money.
- Steam players receive an installer and the game does not launch. Re-export with Package as Zip, then upload the executable and all generated files through SteamPipe.
- YYC cannot find a compiler. Install the required Visual Studio C++ workload, retain v142 tools, select the supported Windows SDK, and set the correct
VsDevCmd.batpath in Preferences. - An ARM package will not run on an ordinary PC. Windows packages are 64-bit, and ARM64 packages do not run on x64 Windows. Produce the architecture your audience uses.
- The Steam API appears inactive. Open the Steam Client, launch the Steam-installed build, check the App ID and depot configuration, and avoid the Steam DRM Wrapper.
- The game works in the editor but not after download. Test the exported files on a machine without GameMaker, preserve the complete data/library folder, and replace default icons or an “Untitled Project” title before release.
- A Mac-to-Windows build tutorial mentions Remote Worker. That workflow was removed in January 2022. Use the current supported Windows build process instead of following legacy instructions.
What is the safest release plan for a 2026–2027 PC game?
- Decide the runtime and launch date. If the game ships before 1 January 2027 on GMS2, budget Professional. If it is a new GMRT project for 2027, confirm that GMRT’s Windows target is available at the quality and stability you need.
- Build a small release candidate first. Verify saves, input, resolution changes, audio, controller support and first-run behavior in a standalone Windows export.
- Publish a testable itch.io page. Use a Downloadable project, upload the zip or installer, and make the page public only after a clean-machine install succeeds.
- Open Steamworks in parallel. Pay the Direct fee, finish identity and tax forms, create the app and depots, and start the Coming Soon page while the itch.io build gathers feedback.
- Integrate Steam features only when needed. Add the official extension for achievements, cloud or overlay, test with Steam running, and publish a SteamPipe build.
- Release and maintain both stores. Keep version numbers and patch notes aligned, but preserve each platform’s packaging rules and launch configuration.
For a game launching this quarter, the shortest reliable path is Professional licence → Windows export → itch.io page → Steamworks setup → Steam zip/depot. For a 2027 GMRT project, revisit the licence decision when the Windows beta target is confirmed rather than assuming the announcement means every platform is finished.
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Can I publish one Windows build on both itch.io and Steam?
Yes. A Windows build can be offered on both stores, but prepare the package each service expects: itch.io can host an installer or zip, while Steam needs the zip contents arranged for a SteamPipe depot. Give each page its own screenshots, instructions, price and update notes.
Can I switch a project from GMS2 to GMRT just to avoid the Professional fee?
Do not treat the runtime change as a simple licence toggle. GMRT is still in beta, and project compatibility, extensions and target availability must be checked against the specific GameMaker version. Keep the GMS2 project and a working export until a GMRT migration has been verified for the complete game.
What happens if Steam is closed when I test Steam features?
The Steam API will not work correctly without the Steam Client open. Test the compiled build from its Steam installation, confirm the App ID and launch option, and check that the client is logged into the account that owns the app.
Where can I find the official requirements for running the GameMaker editor?
Use GameMaker’s current system-requirements page rather than an old forum post or a store listing. Editor requirements and native-build SDK requirements are separate, so also follow the Required SDKs guidance for the IDE version and compiler you selected.
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