---
title: "Publish an HTML5 game without uploading files by hand"
description: "Three ways to publish a browser game without touching a file: from an address, from an AI assistant over MCP, or from your own script with an API key. No fees."
url: https://games.klyo.pl/publish-without-uploading/
canonical: https://games.klyo.pl/publish-without-uploading/
type: strona
language: pl
author: klyo
organization: Klyo Illia Krasnopolskyi (NIP 7822656871), Łódź, Polska
contact: kontakt@klyo.pl
updated: 2026-09-07
llms: https://games.klyo.pl/llms.txt
---

# Publish a game *without uploading files*

You do not package a ZIP and you do not click through a form. You give the address where the game already runs, publish it with one sentence to an AI assistant, or with one command from your own script. This page shows all three roads and says plainly what you will not avoid on any of them.

[Open the developer studio](https://dev.klyo.pl/)

[See how to connect an assistant](https://games.klyo.pl/mcp/)

- **3 roads** to publish, with no file picker on any of them
- **1 command** is all it takes to ship the next version
- **0 PLN** to publish, to keep an account and to sit in the catalogue
- **no exclusivity** the game stays where it lives today

## Three roads, none of them needs an upload

- **From the address where the game already runs** — You paste an address from itch.io, GitHub Pages, Netlify, Vercel or your own server. The server downloads the page together with its files and builds a package from it. When the game sits in a frame — as it does on itch.io — we step inside for the real game files. You never open a file dialog.
- **From an AI assistant, in one sentence** — You connect the portal to Claude or ChatGPT over the open MCP protocol and say “publish this game”. The assistant creates the entry, sends the package from the address, checks the state and reads the statistics. Sixteen commands on the server, five of them for game developers.
- **From your own script or from CI** — In the studio you generate a key starting with `klyo_sk_` and send it in a request header. Your script, your agent or a step in your continuous build gets the same commands the assistant gets — with no login window and no browser.

## What shipping the next version looks like

1. **You fix the game at your end** — In your repository, on your hosting, with your tools. Nothing changes on our side.
2. **You ship with one command** — You tell the assistant “release the new version”, or call the same command from a script. We fetch the files from the same address.
3. **The game is replaced at the same address** — The catalogue address stays the same, so every link you have already sent keeps working.

## What you will not avoid

Once, with your first game, you accept the developer terms in a browser. An assistant will not do that for you and should not — consent to terms has to be yours, deliberate and clicked, not issued by a program on your behalf.

Said plainly

A person looks at the game before it enters the catalogue. Software checks the package in a dozen seconds (size, files, foreign ad networks, traces of malicious code), but the catalogue decision is made by someone who played it. A portal without that step fills up with junk in a week and stops being worth visiting.

When fetching from an address we ask for a short marker in your game's description where it lives — proof that the game is yours. Someone without access to that page has no way to put it there.

## This is not the same as GitHub Pages or Netlify

- **There you keep files, here you get players** — Free hosting gives you an address and nothing else — you bring the traffic yourself. We give you a catalogue page, clips, leaderboards and a place in search results from day one.
- **There you earn nothing, here you get a share** — On free hosting nobody pays you for views. Here ads sit next to the game and 70% of that revenue attributed to your game is yours.
- **There are no scores there, here they are ready** — Leaderboards and cross-device saves come as one file to wire in. On your own hosting you would have to run a server for that.
- **One does not exclude the other** — The game can live here and on your hosting at the same time — we ask for no exclusivity. Then the address on your hosting is exactly the one you paste here.

## Common questions

### Do I really not have to upload anything?

You do not. An address where the game runs is enough — the server fetches the files for you. You may upload a ZIP if you prefer, but that is a choice, not a requirement.

### Can I ship a new version from a CI script?

Yes. You send a key starting with `klyo_sk_` in a request header and call the same command the assistant calls. No browser and no login window needed.

### Can an assistant publish a game without my knowledge?

No. Consent is split: one for reading, one for a working copy and one for publishing. An assistant granted read access cannot ship a game — it has to ask for the next one, and you see it.

### How long does publishing take?

Checking the package takes a dozen seconds. Then a person looks at the game before it enters the catalogue — that is the only wait, and it is not measured in weeks.

### Does it cost anything?

No. There is no fee for publishing, for an account, for a catalogue slot or for an API key.

### Does the game have to be exclusive to you?

No. We ask for no exclusivity and take no rights. The same game can sit everywhere it sits today.

## Try it on your own game

The account takes a minute and the first release takes about as long as pasting an address. You lose nothing, because we take nothing.

[Open the developer studio](https://dev.klyo.pl/)

[See how to connect an assistant](https://games.klyo.pl/mcp/)

---

Źródło: https://games.klyo.pl/publish-without-uploading/ · Wykonawca: klyo software house (Łódź, cała Polska) · Kontakt: kontakt@klyo.pl · Indeks dla modeli językowych: https://games.klyo.pl/llms.txt
