- klyo games
- For developers
- Where to publish your game
For game developers
Where to publish your HTML5 game once it is finished
You made a game and you want somebody to play it. Not in a month, after a moderator approves it, but today. This page says plainly where you can publish, upload and share a game, what it costs and what you get here.
Where to publish a game: PC, phone or browser?
It depends on what the game runs on. PC games usually go to Steam or itch.io, mobile games to Google Play and the App Store, and a browser game can go live straight away at its own address. Board games are a separate road: a publisher, crowdfunding or print on demand.
| Where | For which games | Cost to get in | What you get |
|---|---|---|---|
| Steam | PC: Windows, macOS, Linux | 100 USD per game | the biggest PC games store |
| itch.io | PC and browser | free; by default 10% of each sale goes to the site, and you set it yourself | a game page and sales; you bring most players yourself |
| Google Play | Android phones | 25 USD once for the developer account | the Android store |
| App Store | iPhone and iPad | 99 USD a year | the store on iPhones and iPads |
| klyo games | browser (HTML5) | free | your own address, a game page, clips and a leaderboard; 70% of ad revenue next to the game (from the day Google approves the portal) |
Costs to get in checked at the source on 12 October 2026: Steam, Google Play, Apple, itch.io.
Why showing a game is now harder than making one
The code is done. Now begins the part nobody teaches: finding people who will click and play. The biggest developer communities run on rules written to stop a flood of advertising, and those rules stop you too. The post waits in a moderation queue. The account needs a history before it may post anything. A link to your own game is often treated as promotion and disappears along with the post. A week later the game has six plays, four of them yours.
The second road is your own game page on a large file site. You get the address immediately, but you have to bring the traffic yourself, so you are back where you started. The third is the big browser-game portals: excellent traffic, except that a submission sits there for months and often gets no answer at all.
What we do differently
The post goes live at once
There is no queue and no barrier made of account history. A new account posts more slowly and its first posts are reviewed, but the post is visible from day one, not after a week of asking for permission.
The link to your game belongs here
You do not have to smuggle it into a comment. A post attaches to a game from the catalogue, so the reader gets a play button under the text and the game starts in the same tab.
The game runs next to the post
Nobody downloads a file or creates an account to play. It opens in the browser, on a phone too. That is the difference between “I will look later” and “I played it, here is what feels off”.
You record a clip with one click
In the studio you press record, play for fifteen to thirty seconds and the clip lands on a separate vertical screen. The browser records, the server compresses, you install nothing.
Your ad share, stated plainly
Your share is 70% of the ad revenue attributed to your games (from the day Google approves the portal); today no ads are shown yet. You pay us nothing and there is no entry fee.
The game gets its own address
A catalogue entry, a game page with a description and a separate address you can send to friends and paste anywhere. That works in your favour in search too.
An honest comparison
| klyo games | itch.io | CrazyGames and Poki | Reddit and forums | |
|---|---|---|---|---|
| When the game is visible | immediately after your own click; a person looks at it later | immediately | CrazyGames: QA in 1–2 days; Poki: invitation first, then weeks | the post waits for a moderator, sometimes disappears |
| Who decides whether you get in | you do, after playing your own game in a preview | nobody, you publish yourself | portal editors; Poki invites selected developers | a moderator and self-promotion rules |
| Do the rights stay yours | yes, no exclusivity | yes, no exclusivity | usually a contract, often timed exclusivity | not applicable |
| Share of ad revenue | 70% of the ads next to your game (from the day Google approves the portal) | none; you earn from sales and tips | yes, once a contract is signed | none |
| The game starts on click | yes, on phones too | yes, if you build it that way | yes | no, you have to leave for another page |
| Gameplay clip | recorded in the browser in one click | you upload a finished video | you upload a finished video | you upload a finished video |
| Leaderboards and cloud saves | ready, one file to wire in | you need your own server | available under a contract | none |
| Moving a game that already exists | paste the address, we fetch the files | you package and upload it yourself | you package and upload it yourself | not applicable |
| Publishing a game from an AI assistant | yes: 22 MCP commands for games; you accept the developer terms once in a browser | no | no | no |
| Traffic on day one | we build it together with you | zero, you bring it yourself | large, if they accept you | large, but not yours |
As of September 2026, checked at the source. Those services change their rules without notice. If something no longer matches, tell us and we will correct it the same day.
Why here, when they have the traffic
Because we are not a fourth copy of the same thing. We took three things that work separately elsewhere and put them under one account. The fourth one is our own.
Clips like on TikTok
You record fifteen to thirty seconds of gameplay in the browser, with one click. The clip lands on a separate vertical-scrolling screen where the game only starts once you tap it.
You publish yourself, as on itch.io
No application and no waiting for an editor. The rights stay yours, there is no exclusivity, the game gets its own address.
You earn as on CrazyGames
The game starts on click, and the developer share of ad revenue is stated plainly: 70% (from the day Google approves the portal).
The fourth thing: you publish by talking to an assistant
You connect klyo games to Claude or ChatGPT through the open MCP protocol and say “prepare this game”. The assistant creates the entry, uploads the package, checks the state and reads the statistics. You release it to the catalogue yourself, with one button, after looking at it. Software can tell that a package is complete; it cannot tell that the game is playable.
What the other portals pay
Collected in one place, because nobody else collects it. We list only what these services say about themselves publicly. The rest sits in contracts you cannot see before signing.
| Portal | Developer share | Where the number comes from |
|---|---|---|
| klyo games | 70% of the ads next to the game (from the day Google approves the portal) | stated plainly on this page, payout from 100 PLN |
| GamePix | 45% of ad revenue | stated publicly by the service |
| GameFlare | 50% on partner sites, 85% on their own | stated publicly by the service |
| Playgama Bridge | 80% of ad revenue | stated publicly by the service |
| CrazyGames, Poki | not stated publicly | agreed in a contract after the game is accepted |
| itch.io | no ad revenue share | you earn from sales and player tips |
| Kongregate, Newgrounds, GameJolt | not stated publicly | depends on the programme and the contract |
As of September 2026, taken from those services' public pages. Rates change without notice. If one is out of date, tell us and we will correct it the same day. We do not link to them, so that a comparison does not walk you off the page halfway through.
What we do not have yet
We are new. We do not have a big portal's traffic and we will not pretend we do. Promising thousands of players on day one would be a lie that falls apart within a week. What we give you is the absence of obstacles: the game and the post go live the same day, they have their own addresses and search engines see them straight away.
We do not have a phone app in the stores yet; we are working on it and catalogue games are meant to appear in it. We do not sell games: here you earn from ads, not from a price tag. If your game is meant to be paid, this is not the place for it. We do not show ads yet either: the portal is awaiting Google AdSense approval, so nothing has been paid out so far. Your share starts the day it is approved.
How it works in practice
- 01
You upload a package
One ZIP with the game, index.html inside. The check takes about a dozen seconds: size, files, foreign ad networks, traces of malicious code.
- 02
The game is in the catalogue
It gets its own address and a page with a description, and you see the plays day by day.
- 03
You record a clip
In the studio, with one click, fifteen to thirty seconds of gameplay.
- 04
You show it to people
Right after recording we offer a community post. You add one sentence, we add the name, the link and the clip. The post goes live at once.
Questions that usually come up
Where else can I publish an HTML5 game for free?
Free and without an invitation: itch.io (full control of the game page, you earn from donations and sales), Newgrounds (an old community that rates games, plus a share of ad revenue), Game Jolt (a community closer to players), GitHub Pages or Netlify (hosting only, with no traffic and no ads), and klyo games. We say this plainly because it is the question people actually ask, and a page pretending no other places exist is not credible. As of September 2026.
How long is the review on CrazyGames and on Poki?
Two different worlds. CrazyGames: you submit through the developer portal, QA usually replies within one to two days, and the launch has two stages: first a trial without the ad SDK, and only when the game holds players' attention are you invited to the full launch with earnings. Poki curates by hand: you apply first and wait for an invitation, and the review can take weeks. Here you wait for yourself: the automatic check takes about a dozen seconds, then you play your own game in a preview and release it with one click. As of September 2026.
How long does publishing a game take?
About a dozen seconds. The package is checked by software, not by a person in a queue; a human looks at the game after it is live. If something is wrong you get the reason in plain words and can fix the package straight away.
Do I have to pay to publish a game?
No. There is no entry fee, no fee for a catalogue slot and none for promotion. We earn from the ads next to games and share that revenue.
Do the rights to my game stay mine?
Yes. You only grant us permission to show the game in the catalogue; you may publish it anywhere else, and when you remove it the permission ends.
Can I upload a game made in Unity or Godot?
Yes, if you export it for the browser (WebGL, HTML5). The package has to start from index.html and run without installation.
Can I post about my own game in the community?
Yes, and that is what it is for. This is not a forum where your own game breaks the rules. A post about your game is expected here, as long as you do not send it ten times a day.
How do I get paid?
We close the month by the fifteenth of the next one and the transfer goes out once you pass the threshold. We do not ask for an ID scan; you give your bank details only at the payout threshold.
Upload a game and see it online today
One account for playing and for publishing. Signing up is an e-mail, a password and an age bracket. Nothing more.