Web Game Growth
13 min readBest web game platforms for indie developers: where Bounty Board Arcade fits
The best web game platform depends on what you need: reach, community, ad-supported distribution, fast publishing, creator proof, or all of the above.
Written by Sean van den Broek
Marketing Lead, Bounty Board
- web games
- arcade
- indie developers
The best web game platform depends on what you need from the release. If you are comparing game publishing platforms as a small studio or one of the web game developers behind the build, the six routes below cover the real options in 2026: Poki and CrazyGames offer portal launches for polished browser games, itch.io gives you flexible project pages, GamePix and GameMonetize distribute games through other sites, and Bounty Board Arcade offers a reviewed playable page, with creator campaigns as a separate next step.
Compare the audience, review process, SDK work, and publishing rights before choosing where to put your HTML5 or WebGL game.
Last verified: September 9, 2026. We checked the comparison against each platform's official developer documentation on that date. Requirements and commercial terms can change, so recheck the linked source before you submit.
Download the one-page web game platform decision checklist (PDF)PDF
Can you publish the same game on several platforms?
Only where your agreements allow it. A web-exclusive deal can prevent publishing that game on other browser-game sites, including itch.io or Bounty Board Arcade. Check the rights you are granting before submitting it elsewhere. Poki's partnership guide, for example, distinguishes web-exclusive agreements from non-exclusive licensing.
You can give different platforms different jobs, but that plan needs to fit the agreement for the game.
Quick comparison
Platform
Poki
- Publishing model and fit
- Curated browser-game portal, with early playtests for prototypes
- Setup and main tradeoff
- Gameplay SDK events before Web Fit testing; final review and distribution terms apply
Platform
CrazyGames
- Publishing model and fit
- Portal with a Basic Launch evaluation and selected Full Launch
- Setup and main tradeoff
- Basic: SDK optional, no ads. Full Launch: SDK required; progression depends on results
Platform
itch.io
- Publishing model and fit
- Self-serve project pages for prototypes, jams, and indie releases
- Setup and main tradeoff
- Upload HTML or a ZIP and configure the page; plan how you will bring players to it
Platform
GamePix
- Publishing model and fit
- Hosted HTML5 distribution through partner sites
- Setup and main tradeoff
- Integrate its SDK and submit for review; check distribution and revenue terms
Platform
GameMonetize
- Publishing model and fit
- Ad-supported HTML5 publisher network
- Setup and main tradeoff
- SDK/API, ZIP upload and review; check branding, distribution and revenue terms
Platform
Bounty Board Arcade
- Publishing model and fit
- Reviewed playable pages with optional creator campaigns
- Setup and main tradeoff
- HTTPS URL or ZIP; SDK optional to start. Smaller reach than the major portals
| Platform | Publishing model and fit | Setup and main tradeoff |
|---|---|---|
| Poki | Curated browser-game portal, with early playtests for prototypes | Gameplay SDK events before Web Fit testing; final review and distribution terms apply |
| CrazyGames | Portal with a Basic Launch evaluation and selected Full Launch | Basic: SDK optional, no ads. Full Launch: SDK required; progression depends on results |
| itch.io | Self-serve project pages for prototypes, jams, and indie releases | Upload HTML or a ZIP and configure the page; plan how you will bring players to it |
| GamePix | Hosted HTML5 distribution through partner sites | Integrate its SDK and submit for review; check distribution and revenue terms |
| GameMonetize | Ad-supported HTML5 publisher network | SDK/API, ZIP upload and review; check branding, distribution and revenue terms |
| Bounty Board Arcade | Reviewed playable pages with optional creator campaigns | HTTPS URL or ZIP; SDK optional to start. Smaller reach than the major portals |
Compare the work before you compare the audience
Additional requirements checked October 7, 2026. Use these checks to decide whether a platform fits the build and business model you already have.
Decision
Will the same browser game live elsewhere?
- What changes your choice
- Poki distinguishes web exclusive deals from non-exclusive licensing. Read the actual agreement before planning a release across several portals.
Decision
Does the game depend on external services?
- What changes your choice
- Poki blocks external requests by default. Bundle assets and request approval for eligible analytics, multiplayer, or leaderboard services. Budget for that work before testing.
Decision
Do you need ads from the first evaluation?
- What changes your choice
- CrazyGames Basic Launch has no monetization, and Poki Web Fit ads are placeholders. Neither test is a revenue forecast.
Decision
Do you need to sell browser access?
- What changes your choice
- itch.io's HTML5 route accepts donations; paid access uses its downloadable project route. Check which edition you intend to sell.
Decision
Do you need distribution or direct feedback?
- What changes your choice
- A GamePix or GameMonetize integration distributes the game across publisher networks. For a focused feedback round, compare the separate playtester recruitment options.
Decision
Does your game need cloud saves on Bounty Board?
- What changes your choice
- Choose hosting deliberately: the SDK capability table separates builds uploaded to Bounty Board from URL embeds. Cloud saves need an uploaded build and a signed in player.
| Decision | What changes your choice |
|---|---|
| Will the same browser game live elsewhere? | Poki distinguishes web exclusive deals from non-exclusive licensing. Read the actual agreement before planning a release across several portals. |
| Does the game depend on external services? | Poki blocks external requests by default. Bundle assets and request approval for eligible analytics, multiplayer, or leaderboard services. Budget for that work before testing. |
| Do you need ads from the first evaluation? | CrazyGames Basic Launch has no monetization, and Poki Web Fit ads are placeholders. Neither test is a revenue forecast. |
| Do you need to sell browser access? | itch.io's HTML5 route accepts donations; paid access uses its downloadable project route. Check which edition you intend to sell. |
| Do you need distribution or direct feedback? | A GamePix or GameMonetize integration distributes the game across publisher networks. For a focused feedback round, compare the separate playtester recruitment options. |
| Does your game need cloud saves on Bounty Board? | Choose hosting deliberately: the SDK capability table separates builds uploaded to Bounty Board from URL embeds. Cloud saves need an uploaded build and a signed in player. |
Write down one success measure before you submit: completed playtest reports, players reaching the first level, repeat sessions, or finalized ad revenue. Use the same build version and date window where practical. A portal's audience size, an ad share percentage, and a paid creator campaign answer different questions; compare the result you actually need.
Which itch.io alternative fits your game?
For a browser game, choose by the kind of release you need. Poki and CrazyGames offer curated portal distribution. GamePix and GameMonetize focus on distribution through other sites. Bounty Board Arcade offers a reviewed playable page, with creator campaigns available separately and a smaller audience than the major portals.
If your main need is a customizable project page or selling downloadable versions, itch.io itself may be the better fit. These browser-game routes serve a more specific purpose. Check your publishing rights before combining them.
If your next step is choosing and preparing a build, follow our HTML5 game submission guide for upload requirements, platform-specific checks, and what to measure after launch.
Poki: best when you can win on instant-play quality
Poki is a strong release option for games built around broad player appeal, fast loading, and immediate play. You do not have to finish the game before asking for feedback: its testing overview welcomes prototypes at any development stage for early playtests. Full publication is a separate decision.
In its May 20, 2026 Talking Tom Gold Run announcement, Poki reported 100 million monthly active users and more than 600 developers across 89 countries. That is platform scale, not the number of plays an individual submission should expect.
Its Web Fit test uses gameplay SDK events to measure whether visitors reach play, so that integration belongs before testing. Ad events can wait at this stage. Passing the test leads to final review, not automatic release.
Poki's preferred agreement is web-exclusive. It also describes a non-exclusive option for some games, paying a flat licensing fee instead of a revenue share. The available deal and publishing rights depend on your agreement; do not assume the same game can also launch on another web platform.
Poki's browser-game quality guide makes the same point from the product side: fast load times, web-first design, polished presentation, and an approachable first few seconds all matter before a player has committed to anything.
For indie developers, the useful takeaway is that players should understand the game page immediately:
- clear category
- clear title
- instant play promise
- ratings or quality signals
- related games
- mobile and desktop clarity
If your game is polished, replayable, and suited for broad web traffic, Poki is worth studying.
CrazyGames: best for broad web-game reach with a developer portal
CrazyGames has a similar instant-play promise and a clear developer path. Its current process has two stages. Basic Launch is an evaluation with the SDK optional and monetization disabled. The platform tracks performance automatically, so you can learn whether the game fits its audience before doing the full integration.
The Basic Launch guide describes a test that ends once it has run for at least seven days and reached 500 plays, or after 21 days. Full Launch depends on the results and requires the SDK and full integration requirements. An initial test is not a promise of a permanent monetized listing.
Its technical requirements currently cap the initial download at 50 MB, the total build at 250 MB, and the file count at 1,500. Without the SDK, the whole build counts as the initial download, so it must fit within 50 MB. Its dashboard reports players, average playtime, gameplay conversion, retention, and revenue. That makes CrazyGames useful when reach and portal-level product data are the job.
For example, a polished score-chasing game with clear controls and quick restarts may be ready for portal testing. A puzzle prototype whose first level still confuses players would benefit from a smaller feedback round first. Those are release choices, not predictions about either game's results.
itch.io: best for flexible indie publishing and community
itch.io's HTML5 docs explain how creators can upload HTML, JavaScript, and CSS projects that run directly in the browser through an embedded iframe on the project page.
That flexibility makes itch.io useful for experimental work, prototypes, jam games, and independent releases. You can shape the project page around your game. Its browser-playable HTML5 pages currently accept donations; selling access uses the downloadable-project route described in its docs.
Publishing makes the page accessible, but inclusion in itch.io's Search and Browse pages is a separate step. Check its requirements for accurate metadata, a cover image, and playable or downloadable content. You can also enable comments or a discussion board to collect feedback on the project page.
If your immediate need is a page you can send to playtesters, itch.io is a sensible starting point. A separate creator campaign can come later, once you know what you want people to try and your publishing agreement permits that release plan.
GamePix and GameMonetize: best when distribution is the job
GamePix describes a developer route built around SDK integration, submission, its hosting, and distribution through partner sites. Its developer page advertises a 45% revenue share.
GameMonetize's submission process requires its SDK/API, a ZIP upload, and review before activation. Its developer FAQ permits developer branding and external links in games and advertises a 45% developer share of revenue from integrated ads. Check its SDK and advertising rules before assuming other ad providers are permitted.
Its public pages give conflicting publisher-network counts, so we would not use those figures to choose a distributor. They also use both "Net 30" and "within 25 days" payout wording; confirm the applicable schedule and revenue terms in your agreement.
These platforms are useful when your goal is ad-supported distribution.
Before choosing a network, check which placements your agreement permits, how revenue is attributed, and what reporting you receive. A published share percentage or network size does not tell you what your game will earn. If you also want videos or streams, plan that creator work separately.
Where Bounty Board Arcade fits
Bounty Board Arcade fits a specific kind of indie team:
- you have a browser-playable game or slice
- the hook can be understood quickly
- creators could make something interesting from the loop
- you want proof before spending more heavily
- you care about player and creator activity, not raw impressions alone
That is not every game.
A story-heavy RPG with a 30-minute onboarding sequence might be better served by a demo strategy, Steam page, and long-form creator outreach. A polished one-more-run browser game, score challenge, puzzle prototype, or tower defense slice is a much better BB Arcade fit.
Submitting to the Arcade is free. Send an embeddable HTTPS game URL or upload a ZIP build, with a title and thumbnail. Games go through review before listing, and you keep ownership. You can later list the game on the marketplace and create a campaign; an Arcade submission does not create one or guarantee traffic or creator coverage.
The Arcade SDK is optional. It adds features such as scores and leaderboards to approved games. Cloud saves require a Bounty-hosted build and a logged-in player; they are not available to URL embeds. Eligible games can separately opt into page-ad revenue sharing under the Arcade terms. In-game rewarded ads require approval and a Bounty-hosted build. Check those conditions before choosing how to host the game.
The strategy we would use
Start with one release goal and the rights you have. Where your agreements allow multiple platforms, we would give each a specific job:
- Use your own site or Steam page as the main home for news and release links.
- Use itch.io if the game fits indie/dev-native discovery.
- Pitch larger portals if the game is polished enough for broad web traffic.
- Use GamePix or GameMonetize if ad-network distribution is part of the plan.
- Use Bounty Board Arcade when the playable hook can support creator campaigns and campaign proof.
For a web-exclusive game, adapt this plan to the permitted platforms instead of uploading the same build everywhere. For a game you can distribute more widely, start with the route that answers your next question: can people understand the game, do they return, or can a creator make something worth watching from it?
Once you have chosen, use the full submission guide to prepare the build and launch checks. If BB fits that plan, submit your game to the Arcade.
Sources worth reading
- Poki blog: Talking Tom Gold Run launches on Poki
- Poki: What makes a high-quality browser game?
- Poki: Web Fit testing
- Poki: Early playtests and testing stages
- Poki: Partnership models
- CrazyGames publishing requirements
- CrazyGames technical requirements
- CrazyGames Basic Launch evaluation
- itch.io HTML5 upload docs
- itch.io Search and Browse indexing
- itch.io project community features
- GamePix developers
- GameMonetize developers
- GameMonetize SDK and submission process
- GameMonetize developer FAQ
Update history4 entries
- October 8, 2026: Added checks to make before choosing a platform: publishing rights, SDK and external service work, whether ads pay during evaluation, hosting, and how you will measure the result.
- September 9, 2026: Rechecked all six publishing routes and updated the comparison, submission details, and supporting links.
- July 19, 2026: Rechecked platform requirements and added the downloadable decision checklist.
- July 11, 2026: First published.
Keep going
Have a browser game players can try?
Submit a hosted URL or HTML5 build for free, then learn what people play.
Related guides

Web Game Growth
Bounty Board Arcade vs CrazyGames, Poki, and Newgrounds
Four platforms, four completely different gates. Here is what each one asks of a browser game, how long the answer takes, and what you hand over to get in.
- Updated
- October 7, 2026
- Read time
- 12 min read

Web Game Growth
Bounty Board Arcade vs itch.io for browser games
itch.io is the default home for indie browser games and deserves to be. Bounty Board Arcade does a narrower job. Here is where each one wins.
- Updated
- October 7, 2026
- Read time
- 11 min read

Web Game Growth
Leaderboards and cloud saves for HTML5 games: an SDK guide
A practical comparison of leaderboard and cloud save options for browser games, including the size caps and access rules the pricing pages leave out.
- Updated
- October 9, 2026
- Read time
- 11 min read