From project folder to a build you can check

frameDock runs on your PC. It finds the tools your game needs, builds it in an isolated copy and hands you a ZIP you can check file by file.

  1. 01Choose a project
  2. 02Detect tools and requirements
  3. 03Configure and run a build
  4. 04Follow progress and logs
  5. 05Inspect the artifact
  6. 06Prepare a release destination

Cropout (Unreal Engine), built with frameDock. Cropout and its assets belong to Epic Games.

Inside the Cropout build workspace

A capture walkthrough made from real project, artifact and build-history screens on 14 October 2026.

Read the walkthrough
  1. The Projects view identifies the engine and readiness of each game.
  2. See Cropout on Unreal Engine 5.8 beside the existing Godot and Unity projects.
  3. Inspect the actual Cropout Windows Shipping artifact: 755.3 MB, 32 files, and SHA-256 controls.
  4. Open Builds to see its completed run and raw engine log.

Choose a project

You
Open a local Godot, Unity or Unreal folder, or an authorized GitHub repository.
frameDock
Reads the project files to identify the engine and its version. Your source stays where it is.
Result
A project card with its engine, version and readiness.
Your first verified build
Project setup uses the engine and version detected from the selected game.
Project setup uses the engine and version detected from the selected game.
Project setup uses the engine and version detected from the selected game.

Project setup uses the engine and version detected from the selected game.

Detect tools and requirements

You
Review the editor, build support, templates and licenses the project needs.
frameDock
Finds compatible installed tools and lists what is missing, without upgrading the project.
Result
A readiness check that passes, or names the exact missing requirement.
Engine requirements

The four stages of project setup

Follow Project, Environment, optional Connections and Readiness in the current interface.

Read the walkthrough
  1. Choose an existing game project without moving its source.
  2. Environment checks the matching editor, Windows target and export requirements.
  3. Connections are optional for a local build.
  4. Readiness reports the required checks before you build.

Configure and run a build

You
Choose the target and configuration, then start the build.
frameDock
Copies the project into an isolated workspace and runs the matching engine command in a durable queue.
Result
A queued run you can cancel, and that resumes if the app restarts.
Manage builds

Run a real Windows build

Start a Godot Windows release in the current interface and follow its completed artifact.

Read the walkthrough
  1. Open the existing Godot project after its required setup checks pass.
  2. Choose New build, keep the Windows release target, and start the actual run.
  3. Follow the real build while the production build service exports and archives the game.
  4. Inspect the new completed artifact.

Follow progress and logs

You
Watch progress, or open the original engine log when a step fails.
frameDock
Keeps the raw log beside readable diagnostics, so the first actionable error is easy to find.
Result
A completed, failed or canceled run with its full log kept.
Troubleshooting
Build history with completed and canceled runs; each keeps its raw engine log.
Build history with completed and canceled runs; each keeps its raw engine log.
Build history with completed and canceled runs; each keeps its raw engine log.

Build history with completed and canceled runs; each keeps its raw engine log.

Inspect the artifact

You
Open the result, check its files, then play the game.
frameDock
Archives the output as a ZIP with a SHA-256 file manifest and records the build configuration.
Result
An artifact you can verify file by file before sharing it.
Artifacts and manifests

Inspect a real Windows artifact

Read an existing build, inspect its files and expand a checksum.

Read the walkthrough
  1. Open the Godot example and its build history.
  2. Return to Overview to inspect the earlier completed Windows ZIP.
  3. Expand SHA-256 to see a file checksum and open the build details.
  4. Open the build details of the October 7 run.

Prepare a release destination

You
Choose the artifact and a supported destination, such as a private Steam branch or itch.io.
frameDock
Keeps the destination profile with the artifact you chose. Publisher credentials stay on your computer.
Result
A prepared destination, ready for your publisher credentials.
Accounts and publisher connections

Prepare a destination

See how the selected artifact relates to Steam and itch.io release profiles.

Read the walkthrough
  1. Open the completed Godot project, then choose Releases.
  2. Inspect the artifact selected for release and the available destination controls.
  3. Add your publisher configuration to the destination before uploading.

Try it on your own project

Free for commercial games. 9 MB download for Windows and Linux.