Upload it from your agent through Playgama MCP, take a boost, and see how many people play, how long they stay and where they quit.
Upload this game to Playgama and give me a public playable link. If the game does not have the Playgama Bridge SDK yet, integrate it first — Playgama requires it for every game. Follow the agent setup instructions at https://playgama.com/mcp/. If my account is not connected, guide me through the one-time setup, then continue with the upload.
Imagine the game you want.
You dream it up and decide how it feels. Your agent writes the code — any engine, or none.
Add the core metrics with the Bridge SDK: level started, completed, failed and more. Ask your agent — it takes a few minutes.
Your agent uploads it. You get a public link in minutes — no review queue.
Post about it and we’ll add 50 plays for free. Or let us bring people with a boost.
Daily: how many played, how long and, if you measure, where they quit. Your agent suggests what to fix first.
You pick what to fix, your agent makes it. The new build needs players of its own.
A boost is us bringing real people to play your game. Without one a sandbox sits empty, so every build starts with a boost. The first ones are free.
Starter boostonce per game
+50 plays for freeShare gameany public post
+50 plays each post +50 plays each postInvite devwhen the first game goes live
+100 plays for freeIncludes ~45K ad impressions · Campaign runs up to 7 days
How many played, how long they stayed, whether ads showed — the three numbers the Playgama catalog asks for. Add progression events and you also see where they quit. Ask your agent to walk you through it; it suggests what to fix first.
One robot-fighting game, 30 days, nine updates. Each time we brought players, the agent found the biggest problem and fixed it.
Part of this came with new players from our catalog.
4,000+ developers · 10,000+ games · 450M+ monthly reach across the Playgama network
The game goes live for everyone and takes its first audience from the Playgama network. Once it draws enough sessions to clear the threshold, you can switch on advertising and start earning from it. Acquiring players has no threshold at all — Playgama DSP can send traffic to a game the day it is published.
Not sure how something works? These creators walk through it on their own games.
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Claude Code Built a Trucking Game in a DayOne prompt covers it: your agent connects your account, uploads the game and brings back a public link.
Upload this game to Playgama and give me a public playable link. If the game does not have the Playgama Bridge SDK yet, integrate it first — Playgama requires it for every game. Follow the agent setup instructions at https://playgama.com/mcp/. If my account is not connected, guide me through the one-time setup, then continue with the upload.
On Playgama, a game goes around a loop: publish, boost, get players, analyze, refine — and around again. The public link is only the first step: a sandbox doesn’t get players on its own.
To upload a game, first read https://wiki.playgama.com/playgama/mcp.md. It contains client setup, sign-in, upload and sandbox publishing instructions.
If Playgama tools are already connected, verify access and continue: get_launch_steps gives the path and the next step, and get_game_telemetry_guide covers progression events and reading the data. Otherwise, guide the user through adding https://developer.playgama.com/api/mcp to their MCP client and signing in to Playgama in the browser it opens. Never ask for their password in chat. Connected agents are managed at https://developer.playgama.com/mcp.
The Playgama Bridge SDK is required for every game on Playgama, the sandbox included. If the game does not have it yet, integrate it before you upload — the get_bridge_sdk_docs tool and the Bridge SDK guide have the integration docs. Never publish a build in which the SDK was not detected.
For this workflow, return a public sandbox URL first. Main catalog submission is a separate step.
Then offer the rest of the loop. A boost brings players: ask before you start one, because a started boost can’t be undone. Once players have come, offer to analyze their sessions with this prompt: Analyze the player sessions of this game for the last 7 days and tell me where players quit most often. Then, following the Playgama telemetry guide, add custom events for the game’s key steps (tutorial, level start, win, fail) so future data shows the main problems.
Yes. Publishing is free, and three kinds of boost are free. Paid boosts start at $9. No upfront costs, no exclusivity.
Where real people try your game before the catalog. Anyone with the link can play; it gets listed in the catalog once it meets the three numbers.
They don’t, by themselves. Post about it — your people play and we add a boost — or let us bring them with ads made from your covers. A boost runs up to a week; the first plays can land within hours.
Qualifying plays, average play time and ad shows per play, counted once a day against the catalog’s bar for your category.
Yes, for every game. Your agent wires it in; it’s open source.
Same path. Your agent adds the Bridge SDK first — saves, ads, leaderboards and analytics — then uploads it. Bridge SDK guide
Any MCP client: Codex, Claude Code, Cursor, VS Code, Claude. The guide has the setup.
In the catalog, from ads and in-game purchases — you keep the larger share.
Any engine that exports to HTML5: Unity (including WebGPU in Unity 6), Godot, Construct 3, GDevelop, GameMaker, Defold, Cocos Creator, Scratch (via community plugin), Vanilla JavaScript, Phaser, PlayCanvas, LayaAir.