Troubleshooting#
Quick fixes for the problems people actually hit. Each entry starts from the symptom you see, explains what's going on in one line, and gets you moving again. If your problem isn't here, reach out through support — the fastest way to get it added to this page is to be the first person to report it.
In the editor#
"Save to…" seems to do nothing after an export#
You export a game, click Save to…, and nothing appears — the button just sits there.
What's happening: the system folder picker sometimes opens behind the editor window, and it doesn't get a taskbar entry, so it's easy to miss. The editor is patiently waiting for a dialog you can't see.
Fix: press Alt+Tab (Windows) and look for a "Browse For Folder" window — it's there, waiting for you. Pick your folder and everything proceeds normally.
Every export is also written to disk before you click Save to…, so nothing is lost: look in
%APPDATA%\gg.ignitor.editor\workspace\.tmp\export\— your zip is already there.
Exported Windows games#
The game opens to a black screen#
Three causes cover almost every case, in order of likelihood:
- The game folder didn't travel with the exe. A desktop export is a portable
folder: the
.exeand thegame/folder next to it are one unit. Extract the whole zip before running — double-clicking the exe from inside the zip preview, or copying the exe alone to another folder, leaves the game data behind. - The WebView2 Runtime is missing. Up-to-date Windows 10/11 includes it; older or stripped-down installs may not. Install it from Microsoft's WebView2 page and run the game again.
- The export itself is stale. If you're on an older editor version, update to the latest editor and export again — a fresh export from a current editor is the first thing support will ask you to try.
Windows says it "protected your PC"#
SmartScreen shows this for any program it hasn't seen before — which includes every freshly exported game, because the exe isn't code-signed. Click More info → Run anyway. For distributing to players, consider code-signing the exe; unsigned downloads will show this warning on their machines too.
The release build takes noticeably longer to load than previews#
Expected. A Release export protects your game: assets are packed into a single data file and the code is hardened, and unpacking that at startup costs a few extra seconds compared to the editor's instant previews. While you're testing, use a Debug export — it skips the protection and loads faster (just don't ship it: its files are readable by anyone).
Web exports#
The game won't start when opening index.html directly#
Opening index.html straight from the file system (the address bar shows file://…)
doesn't work — browsers refuse to run a game's modules from bare files. A web export
needs to be served over HTTP, like any modern web app.
Fix: upload it to your host (itch.io, a web server, …) — that's the environment it's
built for. For a quick local test, any static server works, e.g.
python -m http.server from the export folder, then open http://localhost:8000.
The game shows "This game is being hosted without permission"#
Your own domain lock is doing its job — just against you. The export was built with a domain allowlist, and the address it's running on isn't in it.
Fix: add the domain you're hosting on (including your test domain) to the allowlist in the export's domain-lock settings and export again — or disable the lock while testing.
Audio#
Sounds or music are silent on Mac and iOS#
Safari and iOS can't decode OGG audio at all — the rest of the game runs fine, but
any .ogg file plays as silence there. Chrome, Windows and Android are unaffected.
Fix: for games targeting Mac or iOS (including web games your players might open in Safari), author audio as MP3 or M4A instead of OGG.