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Why Studios Are Putting Existing Games on the Web

The cheapest game you will ever ship is one you already finished.

By Muhammad Qasim·

Most studios sitting on a back catalogue treat it as history. It is closer to inventory — finished, tested products that cost nothing more to make and are currently earning in exactly one place.

The arithmetic

A new casual title costs a team several months. Porting an existing one to the web is a fraction of that, because the design, art, balance and testing are already done. What remains is engineering: build size, memory, browser performance, and the SDK work for each portal.

On the other side there is no install step and therefore no cost per player, which is the expense that broke the mobile model in the first place.

What a port actually involves

What it does not cost you

Web distribution is additive. Your mobile rights, your store listings and your existing revenue are untouched — the web version runs alongside them and reaches people who were never going to install anything.

The short version You already paid to build it. The web is the channel where showing it to someone costs nothing.

This is what we do day to day — WebGL and alternative store publishing at Factorial Studio.

Muhammad Qasim
Muhammad Qasim
Founder & CEO, Factorial Studio

Runs Factorial Studio in Lahore — game QA, WebGL porting, console certification and playable ads. Has shipped and tested games on Unity and Unreal for studios in eight countries.

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