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klyogames

Klyo Games is a demo release today. Play, publish a game, then tell us what is wrong: does the idea make sense to you, what would you change in the interface, what is missing.

Write in the community

What are you adding?

One account for players and developers. Posts and clips go to the community, games to the catalogue after a check.

Community postText, photos or a video up to 30 s: a question, a playtest request, a launch. Clip of a gameRecord 15–30 s of gameplay with one click in the studio. Game (ZIP)Your own address, stats and a share of the ads. Live after the automatic check.

Developer Studio

klyo Developer Studio

The workspace where independent developers bring in a browser game, play it before anyone else, describe it, release it and watch people play. It lives at dev.klyo.pl and runs on the same free klyo account you play with.

  • 0 PLNto publish, host and keep a game online
  • 100 MBper package, as a ZIP or one HTML file
  • 4 screensmeasured at every release of a game
  • 20MCP tools, so your AI can do the clicking

From a ZIP to players in five steps

  1. 01

    Package

    Drop a ZIP with index.html inside, or paste the address where the game already runs. The automatic check answers at once, and when it refuses something it tells you why.

  2. 02

    Play

    The game opens in the studio window. Play for 15 to 30 seconds while we record in the background, and that round becomes the tile clip and the cover.

  3. 03

    Description

    A name, a tagline, a description in English (Polish if you like) and ten yes or no questions about the content. Your own AI can type the text for you.

  4. 04

    Catalogue

    One click on Release to the catalogue and the game is in front of players, with its own address and a page in English and Polish.

  5. 05

    Players

    Plays and visits reach the game card live, and reviews land in the studio. After release, a person from klyo looks at every new developer's game.

Bring the game in

Three ways in, one and the same check.

  • A ZIP or a single HTML file

    Up to 100 MB, sent in chunks so a weak connection never makes you start over. index.html sits in the root of the ZIP.

  • Move it from another site

    itch.io, GameJolt, Newgrounds, GitHub Pages, Netlify or your own server. You prove the game is yours with a link in its description or a DNS record, and we fetch the files.

  • Or let your assistant do it

    Claude, ChatGPT and other assistants upload and prepare the game through the klyo MCP server. You still press the last button.

See it the way players will

Before the first player arrives, you already know how the game behaves.

  • Desktop, phone and full screen

    Switch the preview between screen shapes, or scan the code and play on your own phone. That test address works only for you and expires after a day.

  • Four screens measured at release

    Phone upright, phone sideways, tablet and computer: scrolling inside the frame, how much of the screen the game fills, the smallest text and loading time, with thumbnails.

  • A white screen, explained

    Missing files and browser errors appear on the game card in the order they happened, so you know what to fix.

  • Through Google's eyes

    A verdict on your game page first, then the tasks that would lift it in search. No jargon, just what to do.

Present it properly

The things that decide whether someone clicks.

  • A clip from your own round

    The tile plays your 15 to 30 seconds of gameplay when someone points at it, and the same clip goes into the clips feed.

  • A cover you choose

    Frames are captured while the game runs. Pick the one that tells its story and drag it to frame the tile.

  • Words in two languages

    English is required and Polish earns extra XP. Other languages arrive from your own AI as proposals, and only the ones you approve count.

  • An honest age label

    Ten yes or no questions produce a label on the PEGI and the Apple scale. It decides where the game appears and whether an ad can stand next to it.

  • Demo or work in progress

    Label an unfinished game honestly and promise the next version within 7 or 30 days. Players see the label before they click.

  • Store badges

    Already on the App Store or Google Play? Paste the links and the badges appear on your game page.

Update without fear

A new version is a card, a round and one click.

  • Drop the new ZIP on the game card

    The studio checks it, you play it, and the release asks one question: a fix, a new feature or a new look? The answer decides what happens to the clip.

  • Back to the previous version

    If something slips through, one button brings back the previous version and players are offered a refresh.

  • Fixes from your assistant

    Your AI patches files in a draft version, with no new ZIP. The draft waits until you play it and release it.

  • Pause and restore

    Take a game out of the catalogue and bring it back later. Scores, records and reviews stay.

Grow an audience

Every game gets the same tools, from day one.

  • Plays and visits for 30 days

    Day by day, counted on our side without identifying players.

  • Reviews you can answer

    Ratings are signed, reviews reach the studio, and your reply appears under the game.

  • A creator page

    Your name next to every game, your own address, a tagline for search and verified links to your other profiles.

  • A badge for your site

    Copy a short code that sends visitors from your site straight to your game.

  • Leaderboards and records

    Add the klyo SDK and the game joins the records hub, with medals of the day and a place on the live strip of new records.

Work the way you like

Click through the studio, talk to an assistant or call it all from a script.

  • MCP server with twenty tools

    Publishing, versions, rollback, covers, translations, diagnostics and stats from the assistant you already use.

  • An API key

    For your own agent, script or build pipeline. It is shown once, and we keep only its hash.

  • Event record

    Every publication, edit and moderation decision with its date, downloadable as a spreadsheet file.

  • A direct line to the team

    A private conversation inside the studio, with a screenshot or a code patch attached.

Money, said plainly

Publishing costs nothing, there is no exclusivity and the rights stay yours. Developers get 70% of the net ad revenue next to their games, paid out from 100 PLN.

Said plainly

Ads on the portal are waiting for Google's approval, so nothing has been paid out yet. The share starts counting on the day ads switch on.

Common questions about the studio

Is the Developer Studio free?

Yes. Uploading, hosting, the catalogue page, clips, leaderboards and statistics cost nothing. klyo earns from ads next to the games, and developers get a share of that revenue.

Do I need a separate developer account?

No. The account you play with on games.klyo.pl opens the studio too, and an account made in the studio works on the portal.

What happens to my files?

The game runs at its own address on a klyo.pl subdomain, in a separated frame, and the rights stay with you. When we move a game from another site, we leave out scripts loaded from other people's servers.

Can my AI assistant do the work?

Most of it. Through the klyo MCP server an assistant uploads, fills in, updates and checks your game. Accepting the terms, the content survey and the release to the catalogue stay with you.

How fast is a game live?

Right after you press Release to the catalogue. The game's catalogue page is usually built within a minute and a half, and a person from klyo looks at the game after release.

Your game in front of players today

Open the studio with your klyo account, or read the step-by-step guide first.

All klyo games features