# Publishing and sharing

## Finalize

The **Finalize** step checks the game holds together before it goes anywhere: that
everything referenced exists, that the starting location is real, that nothing points at a
deleted character.

Fix what it reports. A validation error here is a bug a player would have hit.

> **Image: `docs/finalize-validation.png`**
> The Finalize step listing validation results, with one failing check expanded to show
> what it refers to.

## Playing

Publishing gives you a link. Players do not need an account to be invited into a session,
and the game runs in a browser.

**Multiplayer** works out of the box — a host and guests share one world and take turns in
it.

## Remixes

Another author can **remix** your published game: they get a copy to edit freely. Your
original is untouched.

This is the same mechanism as importing a [plugin](/docs/plugins) — copies, never live
links, so nobody can break your game by editing theirs.

## Sharing plugins instead of games

If what you built is a *system* rather than a world — a disease, an economy, a reputation
mechanic — publish it as a [plugin](/docs/plugins) instead. Other authors can install it
into games you will never see.

## Playtest before you share

You will learn more from one playthrough than from another hour of editing. Play your own
opening. If the first two turns are confusing, nothing later matters.

## Next

- [Plugins](/docs/plugins) — if you want to build systems
- [Expressions](/docs/expressions) — if you want to write rules
