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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 game developers

Where to show your 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 — today. This page says plainly where that is possible, what it costs and what you get here.

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 — and 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.

  • You earn from day one

    Ads stand next to games and your share is 70% of the ad revenue attributed to your games. 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 gamesLarge community forumGame file siteBig games portal
When the post is visibleat onceafter approval, sometimes neverat onceafter months of review
May you link your gameyes, with a play buttonoften notit is your pageyes, once accepted
Can people play on the spotyes, on phones toonosometimesyes
Who brings the playersthe portal, with youyouyouthe portal
Gameplay videorecorded in the studio in one clickyou upload ityou upload itrarely
Revenue share70% of the adsnoneselling the gameyes, under a contract
Traffic on day onewe are building it nowlarge, but not yourszerolarge

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.

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

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.