Description
Changelog
Reviews (1)

The problem

Itch.io enforces two separate rules on HTML5 games: no single extracted file over 200 MB, and no more than 500 MB extracted in total. Godot packs everything into one index.pck, and the editor has no idea those rules exist.

The result is a long upload that reports success, gets processed, and only then comes back with:

Zip contains file that is too large (index.pck: 650.10 MB, max 200.00 MB)

Checking the size of your assets does not help. A project with 300 assets of 10 MB each has no large asset at all, and a 3 GB pack. What matters is the size of the output file, which is why this addon measures that instead.

What it does

After any Web export, the dock shows two independent verdicts, one per rule.

Rule: 200 MB per file — FAIL. index.pck is 241.4 MB, over the 200 MB per-file limit.

Rule: 500 MB total — PASS. Total 279.4 MB is under 500 MB.

That pair is the whole point. A project can sit far below the total limit and still be rejected, because one file is too big.

Below the verdicts is a table of everything in the pack, sorted by size, with each entry's share of the total, so you can see where the weight actually is. Click a column header to change the sorting.

There is also a Scan without exporting button, which estimates the result from res:// when you do not want to wait for a full export.

What it does not do

  • Web/HTML5 exports only. No other platforms.
  • Your assets are never modified. There is no compression and no re-encoding. Files are read, never written.
  • It reports a problem; it does not fix one. If your pack is over 200 MB, the content has to be split into extra packages, and this addon does not split anything.
  • The quick scan is an estimate. It reads the imported form of each resource rather than the source file, because that is what actually goes into the pack: a 1.5 MB .wav becomes a 0.3 MB .sample. Measured against real exports it lands between 0.93x and 1.01x. A full export is still the authoritative number, and the report labels which one you are looking at.

Verified against real uploads

The numbers were checked against Itch.io itself, not taken from documentation.

  • A 205 MB build was uploaded and rejected, while its total was 244 MB, far inside the 500 MB limit. That isolates the per-file rule.
  • A 196 MB build, 4 MB under the line, was uploaded and accepted.
  • Itch.io reports 205.00 MB for a file of 214,959,720 bytes, which is 1024-based. This addon counts in the same base, so its figures match Itch.io exactly instead of drifting by about 5 percent.

The test suite that verifies all of this ships with the addon, and runs on your own project:

godot --headless --path . -s addons/web_export_doctor/tools/run_tests.gd

No network access

Everything runs locally in the editor. There is no telemetry, no license check and no third-party call. It works with the internet disconnected.

That is enforced rather than promised: one of the tests scans every script in the addon and fails if any of them mentions HTTPRequest, HTTPClient, sockets or OS.shell_open.

Requirements

Godot 4.7 or newer, developed and verified on 4.7.1 stable, on Windows.

Linux, macOS and older 4.x releases are untested rather than unsupported. The addon is plain GDScript and should behave the same anywhere. Reports from other platforms are welcome and the supported range will be widened accordingly.

Changelog for version Web Export Doctor

No changelog provided for this version.

Reviews

Recommended by Rivaan Maurya - 16 August 2026

Thanks man this really help as a web game dev

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