Curious how many other devs here are betting on browser-only distribution for 3D/multiplayer work instead of a downloadable build.
I've been building Nyzaverse (https://nyzaverse.com/play/), a true-3D multiplayer world in Three.js with a small WebSocket presence server — you walk it as your own avatar, no install, no account, just a tab. It also runs in first-person VR on a Meta Quest via WebXR straight from the browser, no headset-store listing needed.
The tradeoff that surprised me most: every bit of "no install" convenience gets paid for later in asset budget and load-time discipline — you can't lean on a big local cache the way a downloadable client can, so texture streaming and level-of-detail work end up mattering way more than they would in an Electron/native build.
Anyone else shipping multiplayer or 3D work browser-only? What's been the hardest part of the tradeoff for you — performance ceiling, WebXR support gaps, something else? Would like to compare notes.