Game Publishing
A game nobody can reach is not finished, however good it is.
Get your game in front of players. Start on Cadeplay — no fees, no review wait — and send friends the link; the app stores and your own website can come later.
Start with Cadeplay — playable from a single link
(cadeplay.com) is an web game portal where people play right in the , with nothing to install. Upload your game as a single file and anyone can click a link and start playing — no store developer registration, no waiting on . Uploading is free, and the rights to the game stay with you. It is the fastest way to put a first game in front of people.
How Cadeplay differs from the stores
| Aspect | Cadeplay | The three stores |
|---|---|---|
| Cost | Free to upload | Paid developer registration (each store charges differently) |
| How players get it | Click a link and play in the browser — nothing to install, and players can add it to the home screen if they like | Find it in the store, then download and install it |
| Until the first play | The moment the build , for anyone with the link | Public only after review passes ( reach chosen testers only) |
| Devices | Any browser on a phone, tablet or computer | A separate build for each store's ( · · PC) |
What Cadeplay adds when you upload
The moment a build goes live, its play address opens. Before review, during review, even after a rejection, anyone you send the link to can play right away without an account. Until it passes review, though, it won't appear on the home page, in the catalog or in search — only people with the link will find it. Show friends first, fix what they trip over, then apply for review.
Three things that make players stay
- One thumb Most Cadeplay players arrive on a phone. Everything — menus, pause, restart — has to be playable to the end with one thumb, with no keyboard or mouse; keys are only a shortcut. Decide how the character moves before you build: adding touch to a finished keyboard game means rewriting the controls.
- In the player's language Text inside the game and the store listing need to appear in the player's own language. Write in one language you know and hand the rest to your AI tool — but never translate the game's name. Remember right-to-left languages such as Arabic too.
- A full store page Review requires an icon, a cover and . One screenshot passes review, but nobody clicks a thin page. Fill every screenshot slot and add a short gameplay clip — you can even ask your AI tool to play the game and capture them.
How to upload — three steps
- Zip it Pack your web export into one zip with at the top (or one level down).
- Get a token once Create your first once in the and keep it in . Never paste it into a chat or into .
- Upload and go live Upload the zip; once it passes the automatic check, make that build live. From that moment it is playable from a link.
Easy to miss before review
- The — yes/no questions about what is in your game, such as combat, blood or gambling. Because it has nothing to do with your files, it is the most common reason for "I uploaded everything — why won't it submit?"
- The game's address name (its ) is locked permanently at first publication. Choose it carefully before you publish.
- Don't load the SDK with a script tag or bundle it in the zip. Cadeplay injects it for you, and adding it yourself breaks it.
- Use relative paths (./). A path starting with /, like //…, can't find its files on Cadeplay and leaves a blank screen.
- Once the game is published, updates go out through review. Players stay on the current until a new build is approved, and a rollback brings back the previous build instantly.
Start your first game on Cadeplay — with a single link.
Open cadeplay.comWhy shipping changes everything
Until a stranger plays it, you are guessing. You know where the button is, you know what the goal is, you have played your own tutorial forty times. None of that survives contact with a person who has never seen the screen before.
Shipping also forces the decisions you have been avoiding: what the game is called, what its one-line description is, what the icon looks like. Those are not chores at the end — they are the moment you finally have to say what your game is.
The three stores
All three take a cut of revenue, charge a developer registration fee, and review your build before it . charges once per account, the every year, and per game. What differs is the audience and how strict the review is.
Registration fees, revenue shares, review durations and rules change regularly, and any number written on a page like this goes stale. Read each store's official developer documentation before you plan around a figure.
Web deployment — HTTPS is not optional
Put your game on a web page and anyone can play it from a link, on any device, with no review and no fee. But it must be served over with a valid , and for a game that is not merely about looking trustworthy.
allow many features only in a — a page opened over HTTPS. That includes gamepads, the microphone and camera, and for offline play. Asking the browser to keep your saved from being cleared is the same. Over plain HTTP your game does not just look untrustworthy. Some features simply do not run, and the browser shows a warning next to your address.
Upload to and each game gets an HTTPS address automatically — no certificate to look after.
Certificates are free and issued automatically. SONUB runs behind a , and Caddy gets and renews certificates by itself. There is no renewing by hand and no surprise when one expires. Most today offers something similar, so doing this right costs almost nothing.
Before you press publish
- Watch one person play it start to finish without saying anything. Fix whatever made them stop.
- Check that it works on a phone, and on a screen you did not develop on. Most first launches break on someone else's device.
- Confirm you have the right to every you shipped, including anything generated. This is the part that gets games pulled.
- Write the one-line description before the build is ready. If you cannot describe it in one line, players will not be able to either.
Then publish it. The you are embarrassed by, released, is worth more than the perfect one still on your machine.