Drop the HTML file your AI wrote and get a link that opens on any phone. Publish a new version every night, and the link stays the same.
Getting it out of there is the part nobody explains.
Your AI hands you a game.html and your friends are on their phones. Sending the file does nothing: phones don't open it, and the group loses interest.
Drop the file and copy the link. It opens in any browser with nothing to install, and it can go on the home screen so it feels like an app.
You change the game ten times a day, and you are tired of telling everyone to reload or sending a new link.
Update the page and the link stays the same. Friends with the game open see a small new version notice, and your last 20 versions stay in your history.
Your friends want to beat each other, and a leaderboard usually means a database, an account somewhere and keys in your code.
hostus.data stores scores with no backend. Set the page's data to everyone reads, each writes their own, and nobody can overwrite anybody else.
"It froze here" is all you get. You don't know the phone, the version or the line, so your AI guesses.
Hostus records the error, the device and how many players hit it. Copy it to your AI, or let Claude read it through the connector and fix it on the same link.
A link in the group is the whole install. No store review, no download, no account for the people playing.
Ask your AI for a game with rooms. Hostus connects up to 8 players per room, with an invite link and no other account or key to set up. Firebase and your own secure WebSocket server (wss://) also connect from a published page.
Touch, sound and full-screen layouts behave like any mobile page, and the badge moves to whichever corner your controls don't use.
Pick one screen of the game and that's the image your friends see when the link lands in the group.
Opens, unique players and phone or desktop, without cookies and without a pixel in your game.
It's plain HTML. Download it, move it or publish it somewhere else whenever you want.
A real loop: Claude publishes with hostus_upload, updates with hostus_update and reads what happened to players with hostus_review. One login in the Claude app, no API key.
If your AI already made the game, you are almost done.
Paste the prompt below into ChatGPT or Claude. It gives you one .html file that fits the free plan and plays on a phone.
Drag the file onto hostus.io, type your email, click the magic link. Make the page public and copy the link.
Paste the link in the group. Update the game as often as you like, on the same link.
Paste this into the conversation where your game lives. If the file is too big when you upload, Hostus tells you what is inside it and gives you the next step.
Prepare this game to be published as a web page on Hostus. Give me one self-contained .html file: - All CSS and JavaScript inside the file. Libraries may load from a CDN over https. - Images and sounds embedded as data URIs and compressed (WebP for images). Keep the whole file under 1.8 MB. If it would be bigger, reduce image size and quality first, then tell me what you changed. - Add <meta name="viewport" content="width=device-width,initial-scale=1,viewport-fit=cover"> and make it playable on a phone, with touch controls if it needs a keyboard. Use touch-action: none on the game area and start sound only after the first tap. - Hostus shows a small badge in the bottom-right corner. Keep buttons out of that corner, or add <meta name="hostus:badge" content="top-left"> if the game needs it. - Set a clear <title> with the game's name. - Do not include secret keys. Public client config, like a Firebase web config, is fine. - Save progress with localStorage. If I ask for a leaderboard, use window.hostus.data as described at https://www.hostus.io/runtime.md, with the key pattern score@<me.id>, and tell me to set the page's data mode to "everyone reads, each writes their own" in the Data tab. - If the game is for several players at once, use hostus.room as described at https://www.hostus.io/runtime.md, with its recipe for joining, invite links and reconnecting. It needs no account or key. If the game already uses Firebase or its own wss:// server, keep that. If you have the Hostus connector, publish it there and give me the link. If not, give me the file. Either way, tell me its final size and one line on how to play.
Flipdot is a one-tap arcade game published on Hostus, with a leaderboard and no backend. Open it on your phone: this is what your friends get when you send the link.
Hostus gets your game to your friends. It is not a storefront: nobody finds your game on Hostus, the page does not appear in Google, and there are no payments. Every page shows a small Hostus badge, and you pick the corner. The link is yourgame.hostus.page, not your own domain. The free plan covers 20 pages and 2 MB, media included; paid plans give you 200 MB. On a new free account, the home screen and the link image unlock after the first week. Home screen, player errors and the new version notice work on public pages Hostus detects as games. A leaderboard open to anonymous players can be faked, because the score comes from the player's browser. Only publish games that are yours.
Yes. The free plan has no card and no time limit: 20 pages and 2 MB, media included. Paid plans raise the limits.
Yes. A published game is a normal web page, so it opens in the phone's browser. Your game needs touch controls if it was built for a keyboard, and the prompt above asks your AI for them.
Yes. Ask your AI for rooms: Hostus connects up to 8 players per room, and friends join with an invite link. Rooms pass messages between players, so a player can cheat, and each account has a daily limit of playing time. Firebase and your own secure WebSocket server (wss://) also connect from a published page. Hostus data updates every few seconds, which fits leaderboards and turn-based games.
No. Anyone with the link can play. You only need an account to publish.
Hostus pulls images and sounds out of the code when it can, offers to compress them, and shows you a prompt for your AI with the numbers from your file. Paid plans give your account 200 MB. On any plan, the HTML stops at 4.5 MB, each file at 25 MB and a page at 150 MB of files.
HTML and JavaScript games work today, including Three.js with .glb models and WebAssembly files. Unity and Godot web exports don't upload complete yet, because they use file types and server headers Hostus doesn't support.
Free plan, no card. Your link is ready in about 30 seconds.