Publishing
One game. Everywhere it can live.
Make a game once on Snarky's and take it anywhere: your own page here, dropped into any site as an embed, installed as an app, uploaded to the big HTML5 game portals, wrapped for Discord or Telegram, packaged for Steam, or submitted to the Apple App Store and Google Play. Every target starts from the exact same build — no separate export step to keep in sync.
Live the moment you publish
Your platform page
Every published game gets a page here — instant, no packaging needed.
Embed anywhere
Drop an <iframe> snippet into any site or blog post.
Installable app (PWA)
A per-game manifest and offline service worker — players can install it from the browser, no store review.
HTML5 portals, Steam, GitHub
We build the zip (or project) and hand you the manual steps each portal or platform needs — they review what you upload, so approval is theirs to grant, not ours to promise.
Download source
The complete standalone HTML, ready to edit, self-host, or hand-package for any platform.
itch.io
HTML5 zip, ready to upload as a browser-playable game.
Newgrounds
HTML5 zip for Newgrounds' web games portal.
CrazyGames
HTML5 zip for the CrazyGames developer portal.
Poki
HTML5 zip for Poki for developers.
GameDistribution
HTML5 zip for GameDistribution's syndication network.
Steam (desktop)
An Electron shell ready to upload to Steamworks.
GitHub Pages
A repo-ready zip with a Pages deploy workflow included.
Platforms with their own gate
Discord, Telegram, Meta and YouTube each need their own developer registration before anything goes live. We generate a working starting point and the exact steps for each; you're the one who applies.
Discord Activity
Play with friends inside a Discord voice channel.
Telegram Mini App
Launch from a Telegram bot's menu button.
Meta Instant Games
Play instantly from Facebook and Messenger.
YouTube Playables
Play instantly under a YouTube video, application-based access.
Apple App Store & Google Play
You connect your own Apple and Google developer accounts — we never ask for your login, only an API credential you generate for us, which is encrypted at rest and never sent back to your browser once saved. From there, a six-step wizard takes your game from a readiness check through app info, store graphics, a real Capacitor project, a test build (TestFlight or Google's internal testing track), and submission.
We prepare and submit your game. Apple and Google make the final call.
Apple App Store
We prepare and submit your game. Apple makes the final call.
Google Play
We prepare and submit your game. Google makes the final call.
- Games bundle fully offline, so review isn't blocked by a network dependency.
- Readiness checks catch the common rejection reasons first: no touch controls, no privacy policy URL, thin/duplicate content.
- iOS builds and signing need Xcode on a Mac — we're explicit about that step rather than hiding it.
Ways a published game earns
Publishing isn't only distribution — every target below can carry a way for players to support a game you made.
Tips
Players can tip a creator straight from the player page — on your own page or embedded elsewhere.
Paid & pay-what-you-want games
Offer a free demo with a paywall, a fixed price, or let players choose what it's worth.
In-game items
Define SKUs your game sells via ArcadeSDK.purchase() — fulfilled by the web checkout, or by StoreKit / Play Billing once wrapped for a store.
Branding-free embeds
Paid plans can drop the attribution bar on embeds — handy for a commercial site running your game.
App store purchases
On iOS and Android, in-game purchases route through Apple's and Google's own billing, as their rules require.
Remix royalties
When someone builds on a paid game you made, a share of what their remix earns can flow back up the lineage.
Rates, minimums and payout timing are set platform-wide and shown wherever money changes hands — nothing here is a promise of a specific amount.