CrazyGames for developers: launch stages, SDK, limits and payouts

How CrazyGames reviews and launches web games, its SDK v3 and 50 MB first-load rule, ad policy, €100 payout minimum and optional exclusivity bonus.

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CrazyGames is a browser game portal that runs HTML5, Unity and other engine exports on desktop, mobile web and its own iOS and Android apps. You upload builds through the Developer Portal, and CrazyGames hosts them on its CDN (FAQ). It fits games that reach gameplay quickly and keep players engaged, because moving to a full release depends on measured engagement. Everything below comes from the developer docs and the Developer Portal Terms (last updated 18.08.2025), read on 2026-09-30.

How submission and review work

Every submission gets a QA review in which the team plays the game. The FAQ lists rejection reasons including bugs, missing English, clones or asset flips, content aimed at kids and failing PEGI 12. You must finish payment onboarding before you can submit; a “hold payments” option lets you do that without bank details (payouts FAQ).

A game that passes QA enters Basic Launch: a limited audience for 7 to 21 days, no CrazyGames-specific integration required, monetization off. The period ends once the game has been live at least 7 days and reached 500 plays, or after 21 days. CrazyGames then benchmarks average playtime, conversion to gameplay and retention against other games. Depending on the result, you are invited to build the Full Implementation, offered another Basic Launch after improvements, or told the game cannot proceed (a resubmission then counts as a new game).

Full Launch is the global release. It requires the Full Implementation and a second QA pass. Multiplayer games that need a larger audience, and games already live elsewhere that CrazyGames invites, may skip Basic Launch. You can test an uploaded build in the preview tool before review. Updates are usually processed the same working day.

Technical requirements

The size rules sit on the technical requirements page:

  • Initial download of 50 MB or less; 20 MB or less to be eligible for the mobile homepage.
  • Total file size up to 250 MB, and at most 1,500 files.
  • With the SDK, the initial download is everything loaded before the first gameplayStart event. Without it, the total file size counts, so the whole build must fit in 50 MB.
  • Files your game loads from other servers are judged by time to gameplay: 20 seconds or less.
  • Relative paths only; absolute paths fail.

The SDK is one script tag plus an async init (SDK intro):

<!-- in <head>, before your game code -->
<script src="https://sdk.crazygames.com/crazygames-sdk-v3.js"></script>
async function boot() {
  await window.CrazyGames.SDK.init();
  window.CrazyGames.SDK.game.loadingStart();
  await loadAssets(); // your own loader
  window.CrazyGames.SDK.game.loadingStop();
  // The first gameplayStart marks the end of the measured initial download.
  window.CrazyGames.SDK.game.gameplayStart();
}

In Basic Launch the SDK is optional, but if you add it, the gameplay start event is required. Full Launch adds gameplayStart/gameplayStop around play, the Data module for progress where it applies (1 MB limit, localStorage-style API) and the User module for accounts; loading events stay optional (SDK integration, game module). On localhost and 127.0.0.1 the SDK shows an overlay instead of real ads (development and testing).

Device and browser rules (compatibility):

  • The game must work in Chrome and Edge. It is disabled on Safari if it runs badly there, and on Chromium OS if it is not smooth on a 4 GB RAM Chromebook.
  • Mouse and keyboard, plus touch if you support mobile. Landscape must work on desktop; portrait games can use bars or a background.
  • You declare orientations in the submission and the site asks players to rotate, so skip orientation-lock code (mobile requirements).
  • Add user-select: none to the body so tablets do not open the magnifier or select the page.

Gameplay rules: English localization; text readable at devicePixelRatio 1 in 16:9 iframes such as 907×510 (desktop) and 800×450 (mobile); physics that behave the same at 144 Hz and 165 Hz; no custom fullscreen button; no cross-promotion (community, store and same-series links are allowed under conditions, app store links never). Full Launch games must put new players into gameplay immediately, or after one click at most.

If you sitelock, allow *.crazygames.com and the app origins https://app.crazygames.com and capacitor://app.crazygames.com (sitelock).

Monetization and payouts

Only ads requested through the SDK are allowed, and the requirements summary bans external ads in Basic Launch too. The SDK offers midgame and rewarded video ads and in-game banners; in-game purchases are for selected games only. Pause and block input while an ad is requested, mute only once it plays, continue on adError, and let ad-block users play. The SDK caps midgame ads at one per three minutes and ignores early requests, so you can request one at every natural break. Up to two banners per screen, never during gameplay.

No percentage is published. Terms 5.4 calculate compensation monthly from the number of users reaching the game and from in-game ad performance and advertiser interest. Under 5.3 it is paid only for Full Launch games that integrate a current SDK, show no other ads, carry no other portal’s branding and are original. Publishing on Steam or the app stores does not affect eligibility. A game iframed from your own domain earns only if the SDK is integrated.

Payouts go through Tipalti by wire, ACH, eCheck or PayPal depending on country, with a €100 minimum; smaller balances roll over. The payouts page cites NET 60 terms but says CrazyGames aims to process payments sooner, typically by the 10th of the following month, while Terms 5.6 say 30 days after invoice.

Exclusivity and rights

The licence is non-exclusive by default (Terms 3.1). Under Terms 5.5, compensation rises 50% if you opt in, keep the game exclusive to CrazyGames among browser game sites for two months after Full Launch, and let CrazyGames host it. Steam, the App Store and Google Play do not count as browser game sites. The FAQ says you keep full ownership, can publish a game already live elsewhere if you hold distribution rights, and that CrazyGames does not iframe games hosted by competing portals. After termination, CrazyGames may keep an SDK-integrated game online for up to a year (Terms, Article IX).

AI-generated content

The requirements, FAQ and Terms contain no rule about AI-generated code or assets as of 2026-09-30. The FAQ mentions AI tools only as one way to build games. The general rules still apply: names, assets and content must be original, clones and asset flips are rejection reasons, and covers may not use visuals you lack rights to.

Before you submit

  • SDK script in the <head> of index.html, init() awaited before any other call.
  • First gameplayStart fires when the player can play, not in menus, with 50 MB or less loaded (20 MB for the mobile homepage).
  • Build within 250 MB and 1,500 files, relative paths only.
  • No ad code except the SDK; the game pauses, mutes and recovers from adError, and works with an ad blocker.
  • English text readable at 800×450 and 907×510; no fullscreen button; no cross-promotion.
  • Touch input if you target mobile; user-select: none on the body.
  • Sitelock allowlist includes the app origins.
  • Three covers (1920×1080, 800×1200, 800×800) and two 1080p preview videos, 50 MB max each (covers).
  • Payment onboarding finished.

The Portal Readiness Checker can check some of this locally: zip structure, total size and file count, whether SDK calls such as init and gameplayStart appear, external URLs, service workers, SharedArrayBuffer use, viewport meta, touch handlers, audio started before a user gesture and localStorage use. It cannot judge readability, originality or ad timing.

What is not published

  • A revenue share percentage or example earnings.
  • A per-file size limit.
  • HTML5 packaging rules (zip or folder, where index.html must sit). The Developer Portal upload screen needs an account and is not public.
  • Rules on service workers, cross-origin isolation or SharedArrayBuffer.
  • How long the initial QA review takes (only updates have a stated turnaround).
  • Any AI-content policy.
  • Which payment term applies when the payouts page (NET 60) and the Terms (30 days after invoice) differ.

Questions

Do I need the CrazyGames SDK to publish?
Not for Basic Launch, where the SDK is optional and monetization is off. Full Launch requires the SDK, and the Terms only pay compensation for games that integrate it.
How does CrazyGames measure initial download size?
With the SDK, it counts what loads between the start of loading and the first gameplayStart event. Without the SDK, the total file size counts, so the whole build must be 50 MB or less.
Can I publish the same game on other portals?
Yes. The licence is non-exclusive by default. Opting into two months of exclusivity among browser game sites after Full Launch raises compensation by 50% under the Terms.

Sources

  1. CrazyGames developer documentation: introduction and launch process (CrazyGames)docs.crazygames.com, accessed
  2. Requirements: introduction (CrazyGames docs)docs.crazygames.com, accessed
  3. Technical requirements (CrazyGames docs)docs.crazygames.com, accessed
  4. Gameplay requirements (CrazyGames docs)docs.crazygames.com, accessed
  5. Advertisement requirements (CrazyGames docs)docs.crazygames.com, accessed
  6. Account integration requirements (CrazyGames docs)docs.crazygames.com, accessed
  7. Game covers (CrazyGames docs)docs.crazygames.com, accessed
  8. SDK introduction (CrazyGames docs)docs.crazygames.com, accessed
  9. SDK game module (CrazyGames docs)docs.crazygames.com, accessed
  10. SDK data module (CrazyGames docs)docs.crazygames.com, accessed
  11. Sitelock for HTML5 games (CrazyGames docs)docs.crazygames.com, accessed
  12. Payouts (CrazyGames docs)docs.crazygames.com, accessed
  13. FAQ (CrazyGames docs)docs.crazygames.com, accessed
  14. Developer Portal Terms and Conditions, last updated 18.08.2025 (CrazyGames)files.crazygames.com, accessed