Free assessment · No obligation

Your Game Already Exists.
The Web Doesn't Know It.

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.

  • Unity → WebGL, done properly — not a broken export
  • Build size and load time cut to what portals actually accept
  • Published across 12+ web platforms, each with its own SDK
  • Ad and IAP monetization wired up, not left as homework

You keep your mobile rights. Web distribution is additive — it doesn't compete with your store revenue, it runs alongside it.

One BuildEvery Channel
A Unity game One Unity
build
CrazyGames CrazyGames
Poki Poki
Yandex Games Yandex Games
GameDistribution GameDistribution
GameSnacks GameSnacks
MSN Games MSN Games
Playgama Playgama
WEBGL CLOUD · LIVE
Teams we've worked with — France · UK · USA · Germany · UAE · Saudi Arabia · Iraq · Pakistan
TapNation
Feral Interactive
Torliga Champions
Mega Cat Studios
MEICON
YoungWilliams
Turtle Juice
Eastern Leather Company
Genesis
The Case

Same Game.
One More Channel.

A web build isn't a new product. It's the game you already finished, reaching players who will never go through an install.

Mobile stores only

  • Player must install before they can try it
  • Two storefronts, both saturated
  • Paid UA is the only real growth lever
  • 30% platform cut on everything

Mobile + web

  • Instant play — click a link, you're in the game
  • A dozen portals actively looking for content
  • Portals send you their traffic — no ad spend
  • Ad revenue share, plus a free soft-launch test bed
Distribution

Where Your Game Ends Up

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
GameDistribution
MSN Play
Yandex Games
TikTok Mini Games
YouTube Playables
GameSnacks
Playgama
Pley
Epic Games
Xiaomi

CrazyGames · Poki · YouTube Playables · Yandex · GameSnacks · Playgama and more

The Work

What a Port Actually Takes

If you've tried a Unity WebGL export before and it wouldn't load, this is why.

01

Build size

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.

02

Memory ceiling

Browsers cap heap far below what a phone allows. Anything that assumed unlimited memory has to be reworked or streamed.

03

Mobile browser performance

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.

04

Input and lifecycle

Touch, keyboard, gamepad, tab-backgrounding, autoplay-blocked audio. Every portal handles these slightly differently.

05

Per-platform SDK

Ads, rewarded video, IAP, leaderboards and analytics differ per portal. Each integration is its own submission and its own review.

06

QA on real devices

Then it gets tested the same way we test anything else — real hardware, written repro steps, severity ranked.

FAQ

Straight Answers

Do I lose my mobile version?

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.

Will web players cannibalise my mobile installs?

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.

Do you need my source code?

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.

My game is huge. Is it even portable?

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.

How does the money work on portals?

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.

How long does a port take?

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.

Send Us Your Game

A store link and your engine. We'll tell you what the port involves — including if it isn't worth doing.

We don't need your source code to assess. Nothing is shared with anyone.