Vercel App Game Websites Access

This is a killer feature. I have a main branch for the live game and a dev branch for experimental mechanics. Every pull request generates a unique preview URL. I can share that with beta testers without affecting the live leaderboard. The Bad (The "Game-Specific" Pain Points) 1. Serverless Functions are hostile to real-time games. I tried building a simple multiplayer Tic-Tac-Toe using Vercel Edge Functions for WebSockets. It was a nightmare. Vercel functions have execution limits (max 10 seconds for Hobby plan) and cold starts. You cannot run a persistent Node.js socket.io server here. For real-time, you need a separate service (like PlayFab, Colyseus on a VPS, or Supabase Realtime).

Indie web game developers, game jam participants, Three.js artists. Not recommended for: Real-time multiplayer, MMOs, or any game requiring a classic backend. vercel app game websites

Nothing kills a game's credibility like a "Not Secure" warning blocking your WebGL or audio context. Vercel gives every game a free SSL certificate automatically. This is non-negotiable for modern browsers. This is a killer feature

My WebGL games load faster on Vercel than on my previous shared hosting. Assets (textures, audio sprites, JSON levels) are cached on Vercel's edge network. Players in Tokyo, London, and New York all report sub-100ms load times for static assets. I can share that with beta testers without