---
title: "Where to host an HTML5 game | klyo games"
description: "Finished a browser game? Send the package and it gets its own working address. No domain, no server, nothing to pay for publishing."
url: https://games.klyo.pl/html5-game-hosting/
canonical: https://games.klyo.pl/html5-game-hosting/
type: strona
language: pl
author: klyo
organization: Klyo Illia Krasnopolskyi (NIP 7822656871), Łódź, Polska
contact: kontakt@klyo.pl
updated: 2026-09-08
llms: https://games.klyo.pl/llms.txt
---

# 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.

[Publish a game](https://games.klyo.pl/for-developers/)

[See the catalogue](https://games.klyo.pl/)

## 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. **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. **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. **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](https://games.klyo.pl/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.

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Źródło: https://games.klyo.pl/html5-game-hosting/ · Wykonawca: klyo software house (Łódź, cała Polska) · Kontakt: kontakt@klyo.pl · Indeks dla modeli językowych: https://games.klyo.pl/llms.txt
