Game Distribution

Once you have completed your game you surely want to make it available to others. In general you should first create a .love-file which can be either directly distributed (which requires users to have LÖVE installed) or used for platform specific packages.

These are the preferred ways to distribute your game depending on target (all make use of the .love file):

Create a .love-file

Please note that some operating systems use case-sensitive paths. To avoid unnecessary hassle make sure that the path specifications you use in code matches that of your folders and files.

To create a .love-file you have to create a zip file of the whole game directory. Make sure that your main.lua is in the root of the archive, e.g. if you have


You must ensure the zip file containts


and not the directory SuperGame\.

Once you have your zip file you simply rename the ending from .zip to .love and you are done!

Platform Specific Notes


Windows supports creation of zip files out of the box. For detailed instructions see

Linux / OS X

Assuming your current directory is SuperGame/ you can create the .love file from command line directly using

   zip -9 -q -r .

Creating a Windows Executable

Once you have packed your game into a .love file you can create a game executable that directly runs your game.

For this you have to append your .love file to the love.exe file that comes with the official LÖVE .zip file. The resulting file is your game executable.

Once you have your game executable you can pack it together with all the other DLL files of the official LÖVE .zip file into a new .zip file and share this with the world.

Note: Some people do not have a 64-bit version of Windows, so it is a good idea to either distribute both 32- and 64-bit versions of your game, or only distribute a 32-bit version.

Platform Specific Instructions


To create your game executable under windows use the command line to run

   copy /b SuperGame.exe

Note: You may have to run the command as an administrator on your computer. You can do this by going to Windows\System32 and right clicking on cmd.exe and selecting the option Run as administrator. After this, you must type cd C:\Program Files\LOVE\ (or whatever your default love directory is), then you may continue as normal.

Alternatively you can create a .bat (e.g. create_game_exe.bat) file with the contents

   copy /b love.exe+%1 "%~n1.exe"

and then you can simply drag your file onto the .bat file and it will create the file which you could then use for distribution.

This method creates a fused game.

Linux / OS X

You can create the windows executable from Linux and OS X using the command line.

First download the official zipped 32 or 64 bit executable (not the installer) from

Then in the command line/terminal run

   cat love.exe > SuperGame.exe

to obtain the game executable SuperGame.exe.

When distributing the windows executable you will need to include the dll files that came in the folder of the love.exe you used (so don't mix the 32 bit dll's with the 64 bit dll's). Without these files you will get error message when attempting to run SuperGame.exe on a windows machine.

The contents of your final distribution folder should look something like this:

  • SDL2.dll
  • OpenAL32.dll (note: this file is different in the 64 bit download despite still being called 'OpenAL32.dll')
  • SuperGame.exe
  • license.txt (note: the license requires that it be included in any further distribution)
  • DevIL.dll
  • love.dll
  • lua51.dll
  • mpg123.dll
  • msvcp110.dll
  • msvcr110.dll

Creating a Mac OS X Application

Once you have your game prepared as .love file you can make your game available for Mac OS X users using the official LÖVE zipped download for Mac from

These are the steps required:

  1. Download and unpack the Mac version of LÖVE from
  2. Rename to
  3. Copy your to
  4. Modify
  5. Zip the folder (e.g. to and distribute it. Enable the -y flag of zip to keep the symlinks.

When modifying the file make sure to change the values of the following XML-tags:

  • CFBundleIdentifier
  • CFBundleName

and remove the section UTExportedTypeDeclarations which ensures that Mac OS does not associate all .love files with your app. Overall the changes should be something like this:

Original Info.plist Modified Info.plist

Distribution for Linux

For Linux there is not yet a simple way to distribute your game. The general approach here is to point to the official LÖVE packages at Once the package is installed, the .love packages are usually automatically executed using the installed LÖVE package or using the command line:


A common mistake is to use the following method to make binaries for Linux;

cat /usr/bin/love > SuperGame
chmod a+x ./SuperGame

Please keep in mind, while the binary `SuperGame` will run on your machine, and other Linux distros that have the same architecture and similar version libraries, there's a good chance that it will not run on many other Linux distros.

Distribution on the web

There is an experimental project to run .love games in a WebGL capable browser (up to date Firefox, Opera, Safari, Chrome...) without needing extra plugins, see forum thread

Mobile distribution

There is an experimental project to run .love games natively on Android phones, see subforum

Community Tools

There are a few tools developed by the community to help with game distribution.

  • (forum), a Bash script that automates game distribution. Supports Windows, Mac OS X, Debian, Linux and Android, and much more features.
  • StackMachine (forum), an online tool. Supports Windows and Mac OS X, ships with automatic updates and crash reports.
  • Love Distrubution Pack[sic], a windows-only tool that can create .love files and exes.
  • love-dist, a windows-only tool that can luac your files and create an exe.

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