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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.

For developers

Your game gets its own address on the internet

You finished a browser game and got stuck on what comes next. You do not need to buy a domain, run a server or fight a certificate. You send the package and the game works at its own address — one you can send to a friend or open from a QR code on a phone.

What you do not need

These are the four walls a first game usually hits. None of them are here.

  • A domain

    You do not buy an address and you do not renew it every year. The game gets its own, ready to send to anyone.

  • A server or hosting

    No plan to choose, nothing to configure over FTP, no monthly fee for space you cannot estimate yet.

  • An HTTPS certificate

    The address is encrypted from the first moment. Browsers show no warning, and without that some game engines refuse to start at all.

  • An account anywhere else

    You do not sign up to somebody's hosting just to show a game to two people for two days.

How it goes

  1. 01

    Send the package

    A zipped game with index.html inside. Straight from disk — you do not have to expose it anywhere first or run a tunnel.

  2. 02

    Give it a name and a description

    Two or three sentences for the player and the age survey. This is the only writing you do, and it takes the longest.

  3. 03

    The game has an address

    Open it on a phone from a QR code, send the link, collect feedback. It enters the player-facing catalogue when you click.

What you get at that address

  • A running game, not a download. The player clicks and plays — nothing to install, no account, no waiting.
  • An address that works on a phone. The same link opens on desktop and mobile, and from a QR code.
  • An address that does not vanish. It does not expire after a week like a tunnel you started for testing.
  • A preview before anyone sees the game. A game waiting for your click is invisible to search engines — you show it only to the people you send the link to.

What we check in the package

A machine checks it, not a person — you do not wait in a moderator's queue. We reject two things and we say which one.

  • Traces of malicious code. Crypto miners, payment card hijacking, data theft. That ends in a refusal, and a repeat closes the account.
  • Third-party ad networks. Ads next to games are ours and we share the revenue. A game loading its own AdMob comes back for a fix, with the network we found named.

Everything else goes through. We do not judge whether the game is good — players do that.

What it costs

We charge nothing for publishing. We earn from ads next to games and give you 70% of the net revenue from the ones that land on your games. If nobody plays your game, you lose nothing beyond the time you already put into it.

Developer terms

When the game enters the catalogue

When you click “Release to catalogue”. Only that click gives it a page visible to players and to Google. Until then the game lives at its own address and you show it to whoever you like. Nobody releases it for you — not us, not an AI assistant.