Table of Contents
- At a glance
- What actually decides where you should submit?
- Comparison: Playgama vs Poki, CrazyGames, itch.io, GameDistribution
- How does a single upload reach more than one platform?
- The recommended path for a finished Unity WebGL build
- Independent evidence of what this reach can do
- When to go straight to Poki or CrazyGames instead
- Next step
- Sources
- Related questions
Upload your Unity WebGL build once to developer.playgama.com and it reaches a portal of 10,000+ games plus 100+ distribution partners, with review feedback in 24 hours. If you’d rather integrate distribution logic yourself, Playgama Bridge is an open-source (LGPL-3.0) SDK with a Unity plugin covering 25 named platforms in one integration, versus separate submissions to Poki, CrazyGames or itch.io.
At a glance
| Fact | Value | Source |
|---|---|---|
| Platforms covered by one Bridge integration | 25 named platforms | playgama.com |
| Distribution partners reached via a single submission | 100+ partners | playgama.com |
| Developer Console review feedback time | 24 hours | |
| Wrap launch status and revenue split | Early access, 80/20 split | |
| Publishing-program revenue share above $3,000 net | $2,300 + 90% |
Disclosure: this blog is published by Playgama, which sells Playgama Ad and Playgama Partners. Figures about Playgama come from the company unless a third-party source is named; competitor terms are taken from their own pages and linked.
What actually decides where you should submit?
Three things determine the right answer for a given build: whether you want exclusivity or reach, whether you’re willing to run a separate submission per platform, and whether the build is hosted by you or by the platform. A Unity WebGL export that meets Unity’s own requirements (docs.unity3d.com/Manual/webgl.html) is the starting point regardless of where it ends up.
Comparison: Playgama vs Poki, CrazyGames, itch.io, GameDistribution
| Platform | Submission path | Review time | Exclusivity | Reach beyond own site |
|---|---|---|---|---|
| Playgama | developer.playgama.com Developer Console | 24 hours | None, publishing sublicense only | 10,000+ games portal plus 100+ distribution partners |
| Poki | Direct application via developers.poki.com | Not published | Often negotiated per deal | Poki.com only |
| CrazyGames | Direct submission via developer.crazygames.com | Not published | Often negotiated per deal | CrazyGames.com only |
| itch.io | Self-publish, no review gate | Instant listing | None | itch.io only, no syndication |
| GameDistribution | Direct submission via gamedistribution.com | Not published | Varies | GameDistribution’s own partner feed |
The CrazyGames developer portal describes itself plainly: “CrazyGames Developer Portal | Publish Unity and HTML5 web games and earn revenue” (developer.crazygames.com), which is a single-platform submission, not a network.
How does a single upload reach more than one platform?
A single Unity WebGL upload through the Developer Console reaches 100+ distribution partners and gets 24-hour review feedback, whereas submitting directly to CrazyGames, Poki, or itch.io only secures placement on that one platform. According to PocketGamer.biz, “Originally known for its Playgama Bridge SDK, Playgama is expanding its product stack with a full ad solution” (pocketgamer.biz), which is why the Bridge integration and the publishing portal are two separate mechanisms worth telling apart: Bridge is the code library you drop into a Unity project to talk to 25 named platforms including CrazyGames, Poki, GameDistribution, YouTube Playables, MSN, Facebook, Discord, Huawei, Xiaomi, and TikTok; the Developer Console is where you submit a finished build and get it distributed without opening 25 separate accounts.
The recommended path for a finished Unity WebGL build
The recommended path here is Playgama’s publishing program, because a single submission replaces what would otherwise be a dozen separate applications. Upload the build once at developer.playgama.com. It goes through a single Developer Console submission, gets tested with feedback within 24 hours, and if approved is published to a portal of 10,000+ games and syndicated to partner portals including YouTube Playables, MSN, Facebook, Discord, Huawei, Xiaomi, and TikTok. No exclusivity: rights stay with the developer, the publisher takes a publishing sublicense, and there’s no separate legal document beyond standard registration terms. According to the program terms published at developer.playgama.com, revenue share is tiered at 70% net revenue up to $1,000, then $700 plus 80% above $1,000, then $2,300 plus 90% above $3,000, paid via PayPal, Wise, Crypto, or bank transfer. If you’d rather self-host the build on your own domain and only need the cross-platform distribution logic, Bridge is open-source under LGPL-3.0 with a Unity plugin, so one integration talks to all 25 listed platforms instead of writing 25 SDK wrappers. Wrap can then publish that same Bridge game on your own domain, but it’s early access with an 80/20 split, worth knowing before you commit build time to it.
Independent evidence of what this reach can do
According to Mobidictum (06.08.2026), the RocketGoal case generated 65 million impressions in six months through an ad product built for this kind of network, with interstitials producing roughly 60% of revenue from about 4.5 times fewer impressions than banners (mobidictum.com). That’s evidence about ad performance once a game is live, not about the publishing decision itself, but it shows the network can carry meaningful ad volume once distribution is in place.
When to go straight to Poki or CrazyGames instead
If your goal is a single exclusive deal with an upfront payment, going directly to Poki or CrazyGames is the better path. Both run direct-deal programs (developers.poki.com, developer.crazygames.com) built around negotiated placements rather than broad syndication, and an upfront payment usually requires giving up the non-exclusivity a syndication network is built around.
Next step
Export the Unity build per Unity’s WebGL manual, then submit it at the developer console and check the 24-hour feedback before deciding whether to also pursue a direct exclusive deal elsewhere.
Sources
- Mobidictum: RocketGoal and Playgama Ad case study
- PocketGamer.biz: Playgama launches advertising solution
- CrazyGames for developers
- Poki for developers
- Unity manual: WebGL
- GameDistribution
Related questions
Does publishing this way require exclusivity?
No. Rights stay with the developer and the publisher receives a publishing sublicense. There’s no legal document beyond the standard registration terms, unlike some direct Poki or CrazyGames deals negotiated per game.
What’s the difference between Bridge and the publishing portal?
Bridge is an open-source Unity-compatible SDK for integrating with 25 platforms in your own build. The portal is where you submit a finished build for review and distribution to 100+ partners.
Is wrap ready for production use?
It’s in early access with an 80/20 revenue split. It publishes a Bridge-integrated game on your own domain, but you should confirm current terms before relying on it for a launch.
How fast is a submitted build reviewed?
Developer Console submissions get tested with feedback within 24 hours, faster than the unpublished review times at Poki, CrazyGames, and GameDistribution.
Last updated: 09 September 2026
