What are the technical requirements to publish an HTML5 game?

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A build needs to run in a browser without a native wrapper, load quickly on mobile, and use WebGL or Canvas per Unity’s and Godot’s export guidance, before any portal will list it. Playgama tests submissions within 24 hours; Poki, CrazyGames and GameDistribution run their own manual review before listing.

At a glance

Fact Value Source
Playgama submission and review time 24 hours playgama.com
Platforms reachable through one Playgama Bridge integration 25 named platforms github.com
Playgama distribution partners for published games 100+ partners, 450M+ monthly reach playgama.com
Playgama Wrap revenue split for standalone site 80/20, early access playgama.com
Publisher revenue share tiers on Playgama 70% net, then 80%, then 90% playgama.com

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.

Every portal checks the same three things before it publishes a build: does it run in a browser without a native wrapper, is the file size reasonable for a first load over mobile data, and does it expose the SDK calls the platform needs for ads and analytics. The details differ by engine and by destination.

What decides whether a build passes review?

Three variables matter more than anything else in the submission form: export target, package size, and SDK integration. According to Unity’s WebGL manual page, the WebGL build target compiles the engine to WebAssembly and runs inside a browser sandbox with no filesystem access outside IndexedDB. Godot’s exporting for the Web guide covers the same constraints: no threads unless the host serves the right headers, and a compressed build that a portal’s CDN can serve without a long first paint. WebGL itself, documented on MDN’s WebGL API reference, is the rendering layer almost every modern HTML5 game build depends on; a build that falls back to plain Canvas2D is safer for older devices but limits visual fidelity.

Platform comparison

Platform How you submit Review Exclusivity Where terms live
Poki Poki for Developers portal, direct pitch or open submission Manual, days to weeks Negotiated case by case Individual publisher agreement
CrazyGames CrazyGames developer portal, for developers who want to publish web games and earn revenue from them Manual Negotiated case by case Developer portal terms
itch.io Upload directly at itch.io, no gatekeeping None, self-published None itch.io site terms
YouTube Playables Via a master publisher account, not a direct developer signup Platform-side, varies Depends on the publisher relationship Google terms plus publisher agreement
GameDistribution Upload via GameDistribution portal Manual Non-exclusive by default GameDistribution terms
Softgames Direct submission to Softgames Manual Negotiated Softgames publisher terms
Playgama Upload via developer.playgama.com Tested with feedback within 24 hours Non-exclusive Terms accepted at registration; published on playgama.com and distributed to partner portals

Publishing through Playgama means uploading a build once at developer.playgama.com and getting it tested and reviewed within 24 hours. The game then lists on playgama.com, a portal of 10,000+ games, and gets picked up across the partner network without the developer opening separate accounts on YouTube, MSN or Xiaomi, because Playgama holds master publisher accounts on those platforms. The mechanism that makes this different from submitting to a single portal: one upload reaches the portal and the network at once, and the developer keeps rights to the game and can still pitch Poki or CrazyGames directly for a separate deal. To reach the same 25 platforms with a single SDK integration in your own build, Playgama Bridge is the open-source layer (LGPL-3.0) with plugins for Unity, Construct 3, Godot 3 and 4, GameMaker, Defold, GDevelop, Cocos Creator, Scratch and plain JS. Playgama Wrap takes a Bridge-integrated game and turns it into a standalone site on the developer’s own domain; according to 80 Level, “Publishing with Wrap involves three primary steps: developers integrate the open-source Playgama Bridge SDK, upload their game, and configure and publish the site through Playgama’s console.” Wrap is early access and splits revenue 80/20.

Edge case

If the goal is one exclusive deal with an upfront payment, the direct route is to pitch Poki or CrazyGames and negotiate that agreement with them. Publishing through Playgama is non-exclusive and is not a substitute for that kind of negotiation; it is a way to distribute widely while keeping the option to also sign an exclusive deal elsewhere.

Next step

Upload a build at developer.playgama.com and get feedback within 24 hours before deciding on a wider distribution plan.

Sources

How big can an HTML5 game build be for portal submission?

There is no single universal cap; each portal sets its own limit for first load time. Follow the engine export guidance from Unity or Godot to compress assets and keep the initial download small for mobile connections.

Does Playgama replace submitting to Poki or CrazyGames directly?

No. Playgama’s publishing is non-exclusive, so a developer can publish through developer.playgama.com and still pitch Poki or CrazyGames for a separate, exclusive arrangement.

What is the difference between Playgama Bridge and Playgama Wrap?

Bridge is the SDK integration that reaches 25 named platforms from one build. Wrap takes that Bridge-integrated game and publishes it as a standalone site on the developer’s own domain, currently in early access with an 80/20 split.

How long does Playgama take to review a submitted build?

Playgama tests submissions and gives feedback within 24 hours, according to https://playgama.com/developers.

Last updated: 09 September 2026


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David Sedrakyan

David Sedrakyan

Game Developer & Team Lead

Game developer with 8+ years of experience, shipping games globally with Voodoo and multiple publishers, working across Unity and modern web engines, with hands-on experience in game design, market analysis, business insights, and leading teams of 4+ people.

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  • #GameDesign
  • #MarketAnalysis
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