Game Access Conference '26 - Brno, Czech Republic - May 29-30
Meet Defold around Game Access at BVV, Hall P, and see why a lightweight, production-ready game engine fits studios preparing web, mobile, desktop, and console releases.
Game Access brings developers, publishers, service providers, educators, and hardware teams together in Brno. Defold is built for teams that want fast iteration, predictable shipping, and business terms that stay simple.
Use a fast editor, Lua scripting, visual tools, hot reload, and one codebase for multiple platforms without royalties or licensing fees.
Review the production, porting, and technical due diligence points that matter when you support Defold-powered teams.
Bring your SDK, service, middleware, or content pipeline to the Defold ecosystem and reach studios that value lightweight production workflows.
Defold is a free, source-available game engine for building 2D and 3D games from one compact production workflow. It includes a visual editor, Lua scripting, runtime, scene and GUI tools, particle and tilemap editors, debugger, profiler, build pipeline, asset system, native extensions, editor scripting, and deployment to web, mobile, desktop, and supported console platforms.
Teams choose Defold when download size, performance, fast iteration, and clear commercial terms matter. The engine is free to use, source available, extensible, and actively released on a predictable monthly cycle.

Small engine. Fast workflow. Clear terms. Defold is built around the daily decisions that affect production speed, build size, and release planning.
No setup marathon, no registration gate, no separate SDK stack before you can try an idea.
Keep one codebase for web, mobile, desktop, and supported console targets.
Defold stays small by default and gives teams extension points when a project needs deeper control over engine features, SDKs, tools, or asset workflows.
Defold keeps the core workflow compact while leaving room for custom rendering, native extensions, editor scripts, third-party services, and platform-specific publishing requirements.
No up-front costs, no subscriptions, no seat licenses, and no royalties. Keep your budget focused on the game.
Build from one codebase for web, mobile, desktop, and supported console platforms using shared APIs and a unified pipeline.
Use battle-tested extensions for analytics, app economy, game services, asset workflows, and publishing integrations.
Small builds, low memory use, and fast startup make Defold a strong fit for web games, mobile games, and content that needs to load quickly.
Defold is engineered to minimize memory use, disk space, and CPU load while still giving teams a complete editor and deployment flow. This is especially useful for web portals, mobile-first teams, and publishers balancing acquisition cost with player retention.
| PLATFORM | DEFOLD 1.12.4 | UNITY 6 (6000.0.23f1) | GODOT 4.3 |
|---|---|---|---|
| Android (arm64-v8a) | 1.97MB | 24.33MB | 24.29MB |
| iOS (arm64) | 1.49MB | 18.03MB | 19.59MB |
| HTML5 (wasm, gzip) | 1.06MB | 8.1MB | 9.0MB |
| Windows | 2.87MB | 91.1MB | 84.1MB |
Test made using an empty project. Exported to target platform using default settings. Release builds. The iOS, Android and Windows numbers represent the size on disk while the HTML5 number is uncached download size when gzipped. No optimizations. Release mode.
We want to meet game studios, indie developers, publishers, and technology providers at Game Access. Bring your roadmap, integration plans, publishing questions, or prototype, and we will help you assess where Defold fits.
Use the official Game Access networking flow or email us to schedule time around the conference.