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klyogames

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.

Publish your game

Publish your HTML5 game and earn from ads

Upload a ZIP, the game passes an automatic check and is live on its own address within minutes. No application, no exclusivity, no transfer of rights. You get 70% of the ad revenue next to your game, plus leaderboards and cloud saves without running a server.

Already have a game online?

Move your game from another portal and earn here

Paste the address where your game already runs. We download it together with its files — you repack nothing.

itch.io, GameJolt, Newgrounds, GitHub Pages, Netlify, your own server — anywhere the game opens from a link. When it sits in a frame, we step into it for the real files. After you sign in the download starts by itself.

  • No repackingWe take the files from the same address where your game already runs.
  • You stay where you areNo exclusivity and no rights transfer. The same game can live in two places at once.
  • Share of the ad revenue70% of the net ad revenue next to your game, paid out above 100 PLN. The portal is awaiting Google AdSense approval, so no ads are shown yet and there is no revenue from them. This split starts with the first payout Google makes to us, and from that day we count the developers' shares.
70%of net ad revenue next to your game
100 PLNpayout threshold (about 23 EUR), the rest rolls over
100 MBZIP upload, up to 400 MB unpacked
Unity · Godotand any engine that exports to the browser
0applications, exclusivity clauses or transferred rights

How publishing works

  1. 01

    Pack the game

    The whole game folder in one ZIP with index.html at the root. Godot, Unity WebGL, Construct, GDevelop, Phaser, PICO-8, Defold or hand-written code: anything that exports to files a browser can run.

  2. 02

    Upload and describe

    A name, two sentences for the player, controls on touch and keyboard, how long a round takes. Large packages upload in chunks, so a dropped connection resumes where it stopped.

  3. 03

    Automatic check

    The package is unpacked and checked for everything a program can check: size, file count, paths, extensions, the presence of index.html and traces of third-party ad networks. You get the result at once, with a reason if something failed.

  4. 04

    The game is live

    Own address g-yourgame.klyo.pl, a catalogue page in two languages, a sitemap entry and a ping to search engines. A person looks at the game after publication and can take it down only with a stated reason, which you can appeal.

What we accept and what we do not

The full list of package rules

The rules are not a matter of taste; they are coded into the program that checks the package. A rejection always says exactly what is wrong.

  • The ZIP is at most 100 MB and at most 400 MB unpacked.
  • At most 5,000 files. That is enough for any browser game.
  • Only files a game is made of: pages, scripts, styles, images, sounds, video, fonts, game data and WebAssembly.
  • Server-side executables do not pass. The game runs in the player's browser.
  • Paths pointing outside the game folder reject the whole package.
  • The game does not load its own ads or third-party ad networks and does not collect player data. Ads stand beside the game; you place in-game breaks yourself through the SDK.

The SDK: one script file

Add one script and the game talks to the page it is embedded in: it reports readiness, asks for full screen, submits a score to the leaderboard, saves progress on the server (up to 64 KB, across devices) and places an ad break exactly where you want it, for example between levels. The game never gets access to the page or to the ads: it asks, the page answers. Outside the catalogue everything keeps working: the break returns immediately and the score stays in the browser.

File: klyo-gry-sdk.js. Calls: klyo.gotowa() (ready), klyo.wynik(points) (score), klyo.tablica.pobierz("dzien", cb) (leaderboard), klyo.zapis.zapisz(state) (cloud save), klyo.przerwa("miedzy-poziomami", resume) (ad break), klyo.nagroda(cb) (rewarded ad), klyo.pelnyEkran() (full screen). Without the SDK the game is still accepted; it only loses ad breaks, the leaderboard and saves.

Money: how we count and pay

Ads next to games are Google AdSense from our publisher account. You set up nothing. The developer pool for a month is 70% of the net ad revenue next to games; it is split between published games in proportion to game starts. A start is counted on our side, after a token issued at the beginning of a round and a minimum play time, so inflating starts with a script does not work. We close a month by the 15th of the next one and transfer once your balance reaches 100 PLN.

Status today: ads next to games are waiting for Google to approve the site under its new address. Until then there are no ads next to games and settlements begin with the first month that has revenue. We say this plainly instead of promising.

What it looks like in numbers. Below is an example of the split itself, not a promise of earnings — the numbers are made up to show the formula.

  1. 1000 PLNwhat Google paid us in a given month for ads next to all developer games
  2. 700 PLNthe share that goes to developers — 70% of net revenue
  3. 140 PLNyour game had one fifth of all plays, so you get one fifth of that pool

What Google actually pays depends on ad rates that none of us controls and that change month to month. That is why we give no range of expected earnings — we give the formula and show every number behind your amount in the studio: plays day by day, your share of the pool and the sum accrued for each closed month.

Taxes: developers outside Poland provide a tax residency certificate so the double-taxation treaty applies; EU businesses invoice with reverse-charge VAT; Polish individuals get a PIT-11 form from us. The binding agreement is the developer terms.

Where to publish an HTML5 game: an honest comparison

Where to publish an HTML5 game: a comparison
WhatCrazyGamesitch.ioklyo games
Publishingapplication, manual review for weeksinstant, anyoneinstant after an automatic check
Ad revenue on a free gameyes, share not publishednoneyes, 70% printed here
Own address for the gamenopage on itch.ioown subdomain g-yourgame.klyo.pl
Exclusivitypushednonenone, ever
Leaderboards and cloud savesthrough their SDKyour own serverin the SDK, free
Statsdelayedbasiclive, day by day

CrazyGames and itch.io facts as published on their developer pages in September 2026. If something changed, tell us and we will correct it.

Developer questions

What developers ask most

Where can I publish an HTML5 game and earn from ads?

On klyo games: upload a ZIP with an index.html, the game gets its own address g-yourgame.klyo.pl and a catalogue page, and you get 70% of the net ad revenue attributed to your game. No application, no exclusivity, the rights stay yours.

How much does klyo games pay per game?

70% of the net Google ad revenue attributed to your game, counted by game starts. The monthly pool is split between games in proportion to starts. Payout by bank transfer from 100 PLN (about 23 EUR).

How is klyo games different from CrazyGames?

CrazyGames requires an application and a manual review that takes weeks, and does not publish its revenue share. Here publishing is instant after an automatic check, the share is printed on this page, every game has its own subdomain and there is no exclusivity.

How is klyo games different from itch.io?

itch.io does not pay ad revenue for HTML5 games; you only earn from sales. Here a free browser game earns from the ads next to it from day one, and you get leaderboards and cloud saves without running a server.

Can I publish a game that is already on itch.io or CrazyGames?

Yes. We do not ask for exclusivity and do not block publishing the same game anywhere else. You upload the same ZIP.

Which engines are supported?

Anything that exports to files that run in a browser: Godot, Unity WebGL, Construct, GDevelop, Phaser, PICO-8, Defold or hand-written code. The one condition: after unpacking, the game opens from index.html.

Does my game get its own address?

Yes. Every game runs on its own subdomain, g-yourgame.klyo.pl, isolated from other games and from klyo cookies. You can use it as the game's address anywhere.

Will I earn regardless of where my players are?

Not always. Google ads are not shown everywhere: since 2022 Google has not sold ads to audiences in Russia, and in embargoed countries it does not operate at all. A player from there will start your game and nobody blocks them, but that round brings no revenue. Payouts are a separate matter: the transfer leaves a Polish bank, so we cannot send money where European Union sanctions forbid it, today including Russia and Belarus. You can publish a game from anywhere in the world; the details are in the developer terms, in the sections on ads and on payouts.

How do payouts and taxes work?

We close a month by the 15th of the next one and pay by bank transfer once your balance reaches 100 PLN. Developers outside Poland provide a tax residency certificate so the double-taxation treaty applies; EU businesses invoice with reverse-charge VAT.