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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.

Game (ZIP)Your own address and stats, plus a share of the ads once we switch them on. Live after the automatic check. Clip of a gameRecord 15–30 s of gameplay with one click in the studio. Community postText, photos or a video up to 30 s: a question, a playtest request, a launch.

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.

WhereFor which gamesCost to get inWhat you get
SteamPC: Windows, macOS, Linux100 USD per gamethe biggest PC games store
itch.ioPC and browserfree; by default 10% of each sale goes to the site, and you set it yourselfa game page and sales; you bring most players yourself
Google PlayAndroid phones25 USD once for the developer accountthe Android store
App StoreiPhone and iPad99 USD a yearthe store on iPhones and iPads
klyo gamesbrowser (HTML5)freeyour 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 gamesitch.ioCrazyGames and PokiReddit and forums
When the game is visibleimmediately after your own click; a person looks at it laterimmediatelyCrazyGames: QA in 1–2 days; Poki: invitation first, then weeksthe post waits for a moderator, sometimes disappears
Who decides whether you get inyou do, after playing your own game in a previewnobody, you publish yourselfportal editors; Poki invites selected developersa moderator and self-promotion rules
Do the rights stay yoursyes, no exclusivityyes, no exclusivityusually a contract, often timed exclusivitynot applicable
Share of ad revenue70% of the ads next to your game (from the day Google approves the portal)none; you earn from sales and tipsyes, once a contract is signednone
The game starts on clickyes, on phones tooyes, if you build it that wayyesno, you have to leave for another page
Gameplay cliprecorded in the browser in one clickyou upload a finished videoyou upload a finished videoyou upload a finished video
Leaderboards and cloud savesready, one file to wire inyou need your own serveravailable under a contractnone
Moving a game that already existspaste the address, we fetch the filesyou package and upload it yourselfyou package and upload it yourselfnot applicable
Publishing a game from an AI assistantyes: 22 MCP commands for games; you accept the developer terms once in a browsernonono
Traffic on day onewe build it together with youzero, you bring it yourselflarge, if they accept yoularge, 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.

See how to connect an assistant

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.

PortalDeveloper shareWhere the number comes from
klyo games70% of the ads next to the game (from the day Google approves the portal)stated plainly on this page, payout from 100 PLN
GamePix45% of ad revenuestated publicly by the service
GameFlare50% on partner sites, 85% on their ownstated publicly by the service
Playgama Bridge80% of ad revenuestated publicly by the service
CrazyGames, Pokinot stated publiclyagreed in a contract after the game is accepted
itch.iono ad revenue shareyou earn from sales and player tips
Kongregate, Newgrounds, GameJoltnot stated publiclydepends 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

  1. 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.

  2. 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.

  3. 03

    You record a clip

    In the studio, with one click, fifteen to thirty seconds of gameplay.

  4. 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.