Most studios ship to the App Store and Play Store and stop there. The web is a second revenue channel sitting empty — hundreds of millions of players who never install anything.
The hard part isn't knowing that. It's the port: build size, memory ceilings, mobile browser performance, and a different SDK for every platform. That part is our job.
You keep your mobile rights. Web distribution is additive — it doesn't compete with your store revenue, it runs alongside it.
One Unity
CrazyGames
Poki
Yandex Games
GameDistribution
GameSnacks
MSN Games
Playgama








A web build isn't a new product. It's the game you already finished, reaching players who will never go through an install.
Each of these has its own SDK, its own build limits, and its own review bar. We handle each one — you approve once.











CrazyGames · Poki · YouTube Playables · Yandex · GameSnacks · Playgama and more
If you've tried a Unity WebGL export before and it wouldn't load, this is why.
A mobile build is often hundreds of megabytes. Portals want a first load measured in single-digit megabytes. That means Addressables, texture recompression, audio streaming and stripped dependencies — not a compression slider.
Browsers cap heap far below what a phone allows. Anything that assumed unlimited memory has to be reworked or streamed.
Most web-portal traffic is mobile. A build that runs at 60 FPS on desktop Chrome can be unplayable on a mid-range Android browser — that's shaders, draw calls and GC pressure.
Touch, keyboard, gamepad, tab-backgrounding, autoplay-blocked audio. Every portal handles these slightly differently.
Ads, rewarded video, IAP, leaderboards and analytics differ per portal. Each integration is its own submission and its own review.
Then it gets tested the same way we test anything else — real hardware, written repro steps, severity ranked.
No. A web build is a separate target from the same project. Your store releases carry on untouched, and you keep all rights to them.
In practice it works the other way — portals are a discovery channel. Many studios use the web build as a cheap soft-launch to test retention before spending on mobile UA.
For the free assessment, no — the store link and engine are enough. For the port itself, yes, we'd need project access under NDA. Porting is engine-level work.
Sometimes the honest answer is "not without cutting scope", and we'll tell you that in the assessment rather than take the project and discover it later.
Most run an ad revenue share, some pay licensing for exclusivity. Terms vary per portal, and we'll walk you through which ones suit your game.
It depends entirely on how the project was built. The assessment gives you a real number instead of a guess — that's the point of it.
A store link and your engine. We'll tell you what the port involves — including if it isn't worth doing.