How to monetize an HTML5 game in 2026
Current public terms vary by portal and deal type. Compare ads, licenses, sales, demo funnels, and the Arcade route with sources checked in August 2026.
Written by Bounty Board Team
Bounty Board editorial team

Many guides summarize portal revenue share as 50/50, but current public terms vary by platform and deal type. Several platforms often credited with that split do not publish one at all.
Below are the routes a small team can realistically compare, with sources checked in August 2026.
The direct answer
The realistic ways to make money from a browser game in 2026:
- Publish on a portal and take an ad revenue share. Published developer shares run from 45% (GamePix, GameMonetize) to 50% (Y8). Poki says direct-player earnings are yours, while the share on traffic Poki brings is set in the agreement. CrazyGames publishes no number in its developer docs.
- Sell a license. Flat fee deals still exist. Poki and Softgames both describe cash options alongside revenue share.
- Take donations on itch.io or sell a downloadable build. Embedded HTML5 games accept donations; fixed-price access requires listing the project as Downloadable. itch.io lets you choose the platform's cut, default 10%.
- Self-host and run your own ads. You control the page and ad setup, but you supply all the traffic.
- Use the web build as a demo funnel into a paid game on Steam.
- Publish to Bounty Board Arcade, where eligible studios keep 90% of finalized ad revenue attributed to their game, settled monthly via Stripe once the $50 minimum is reached.
Many studios combine routes because each has a different constraint: traffic, deal access, or player conversion.
What the portals actually publish
Platform
Y8
- Published developer share, August 2026
- 50% of eligible ad revenue from in game ads
- Source
- Y8 developer portal
Platform
Poki
- Published developer share, August 2026
- Direct-player earnings are yours; Poki-supplied traffic uses the share in your agreement
- Source
- Poki deal types
Platform
CrazyGames
- Published developer share, August 2026
- Not published; the FAQ points to the terms
- Source
- CrazyGames FAQ
Platform
GameMonetize
- Published developer share, August 2026
- 45%, or 45% + 45% if you also own the site
- Source
- GameMonetize FAQ
Platform
Softgames
- Published developer share, August 2026
- Not published: "instant cash to long term revenue shares"
- Source
- Softgames publishing
Platform
Bounty Board Arcade
- Published developer share, August 2026
- 90% of finalized ad revenue attributed to your game for eligible studios
- Source
- Arcade ad-share rules
| Platform | Published developer share, August 2026 | Source |
|---|---|---|
| Y8 | 50% of eligible ad revenue from in game ads | Y8 developer portal |
| Poki | Direct-player earnings are yours; Poki-supplied traffic uses the share in your agreement | Poki deal types |
| CrazyGames | Not published; the FAQ points to the terms | CrazyGames FAQ |
| GamePix | 45% | GamePix developers |
| GameMonetize | 45%, or 45% + 45% if you also own the site | GameMonetize FAQ |
| Softgames | Not published: "instant cash to long term revenue shares" | Softgames publishing |
| Bounty Board Arcade | 90% of finalized ad revenue attributed to your game for eligible studios | Arcade ad-share rules |
Y8 publishes one of the clearest public breakdowns. Its developer portal states plainly that "developers receive 50% of eligible advertising revenue earned from in-game ads," names both partnership types, and publishes the payment mechanics: a $100 minimum by PayPal or $500 by bank transfer. Few platforms put all of that on one page.
Poki's split depends on who brought the player and the agreement you sign. Its current deal page says the web-exclusive agreement runs five years by default. Direct-player earnings are yours, while the share on Poki-supplied traffic is agreement-specific. Steam, mobile, and console remain outside the web exclusivity.
That is the counterweight to focusing on the percentage alone. Poki's share pays for distribution, and a smaller share of large traffic can still beat a higher share of small traffic.
CrazyGames does not publish a share. Its FAQ covers payouts and a €100 monthly minimum with balances rolling over, then refers developers to the terms for the split itself. The only public figure we could find is jam specific: the CrazyGames and GameMaker web jam guide from September 2025 lists 60% of in game advertising revenue to the developer and 70% of in app purchase revenue after recoup. Treat that as one event's terms, not the standing offer.
GamePix and GameMonetize sit at 45%, and both are distribution networks rather than destinations. GameMonetize publishes Net 30 payouts within 25 days, a $30 PayPal minimum, and one detail worth reading twice: you get 90% only when you are also the publisher, meaning you own the site the game runs on. Their share is the price of their traffic. Bring the traffic and you keep it.
Bounty Board Arcade publishes a higher share for a different offer. Eligible partner studios keep 90% of finalized ad revenue attributed to their game. The Arcade is a curated, browser-only catalog: studios upload a build, can add leaderboards and cloud saves through the free SDK, and can use the same account for free key-only campaigns or paid creator work. It does not promise the traffic of a major portal, so the audience still matters more than the percentage.
Still choosing a home for the build? Our comparison of web game platforms covers fit rather than money, and how to submit an HTML5 game to web platforms covers getting through review.
Self hosting with ads
Run your own site and you control the page and ad setup. Google publishes its numbers: for AdSense for content, "publishers receive 80% of the revenue, after the advertiser platform takes its fee," and about 68% overall when advertisers buy through Google Ads. That gives you more control over the ad relationship, but it is not directly comparable to the distribution a portal provides.
Then the real costs arrive. You supply 100% of the traffic. Payment starts at a $100 threshold in USD. Ads on a game page have their own rules: Google's guidance is that "AdSense for content ad units be placed at least 150 pixels away from the game, or removed entirely from game play pages," because heavy clicking produces accidental clicks and invalid activity. A separate AdSense H5 Games Ads program covers in game formats, needs an approved AdSense account, and states that "account approval is not guaranteed as it is subject to partner eligibility."
Self hosting does not remove the revenue share problem. It swaps it for a traffic problem, which is harder.
Donations on the browser build, paid downloads beside it
itch.io is the outlier in the whole market. Its payment docs describe open revenue sharing: "you (the seller) can decide what percentage of your sales will go towards itch.io, from 0% to 100%," with a default of 10%. But its HTML5 upload documentation says embedded browser games can accept donations only. Requiring payment means listing the project as Downloadable instead.
Payment processing is separate at $0.30 plus 2.9% per transaction, so itch suggests a minimum near $2 to stop the flat fee eating the sale.
The practical version is a free or donation-supported browser build beside a paid downloadable build, expanded version, or supporter edition.
Licensing and sponsorship
The licensing market still exists in 2026, quieter and smaller than the era most guides describe. Much of the advice online cites a market that closed years ago.
What we could verify: Poki offers "a one time flat license fee in exchange for your game" on non exclusive deals, without the marketing and monetization of the exclusive track. Softgames states it "offers you different sponsorship options from instant cash to long term revenue shares," without publishing numbers.
The MDN game monetization reference still describes the shape accurately: exclusive licenses, non exclusive site locked licenses sold to several portals, and subscription deals. Its warning is worth repeating: low quality publishers push ad revenue share instead of a license because it is cheaper for them, and you can end up with a couple of dollars for an entire deal.
Ask any buyer for their numbers in writing. Undated dollar figures in blog posts are marketing, not a quote.
Rewarded ads are a design decision
Rewarded ads are the one format players tend not to resent, because they ask for them. Google's policy is explicit that rewarded ads "must only be served after a user affirmatively and unambiguously opts in." Portal SDKs support them directly: the CrazyGames video ads documentation exposes both midgame and rewarded requests, and requires you to mute and pause the game while one runs.
The catch is design, not plumbing. Rewarded ads need a natural reward slot: an extra life, a retry after death, a bonus starting item. If your game has nowhere for that to sit, the route is worth nothing whatever the share is.
The demo funnel
If the browser game is a slice of something larger, ad revenue is not the goal. Traffic is.
Steam supports this directly. Its demo documentation lets you "optionally choose to enable an entire separate store page for your demo," or attach the demo to the base game's page as a sidebar option or "a more prominent green box in the center of the base game's store page." One gotcha: after releasing a demo, you must manually republish the base game's store page before the Download Demo button appears.
A web build removes the download step for the first minute of play, which makes it a useful entry point even when it earns nothing.
The Bounty Board Arcade route
Bounty Board Arcade pays a different number, and the qualifiers matter as much as the figure.
Eligible Arcade studios keep 90% of finalized ad revenue attributed to their game, settled monthly via Stripe once the $50 minimum is reached. Bounty Board runs the AdSense account, attributes revenue per game, and handles the payout, so there is no ads operation on your side.
One structural detail: rewarded ad share requires a build hosted by Bounty Board, so plan on uploading the build rather than embedding an external URL if rewarded ads are part of your model.
The imported GamePix and GameMonetize catalog was delisted before this August 2026 update. The current public Arcade is made up of partner submissions. The more important limitation is traffic:
Bounty Board Arcade is a younger and much smaller destination than Poki or CrazyGames, so its higher percentage can be outweighed by the audience gap.
So here is the test. If your game can win on a large portal and ad revenue is the whole business model, compare the agreement-specific share with the distribution it offers. If it is a slice, a prototype, or a marketing asset for something bigger, a higher share on the plays you and your creators bring, plus a playable page campaigns can point at, may be the better trade. That is what the Arcade is built for, and submitting a game takes a build and a review.
Pick two, not one
Where your agreements allow non-exclusive distribution, put the game where the traffic is, keep a version somewhere you control the share, and treat any flat-fee licensing offer as a bonus rather than the whole plan.
Then check the money, not the percentage. Traffic multiplied by rate multiplied by share is the only figure that pays anyone, and the share is the smallest of the three.
Sources worth reading
- Y8 developer portal: revenue share and partnership types
- Poki documentation: revenue deal types
- CrazyGames documentation: FAQ and payouts
- CrazyGames documentation: video ads
- CrazyGames and GameMaker web jam guide
- GamePix: developers
- GameMonetize: FAQ
- Softgames: HTML5 game publishing
- itch.io: accepting payments and getting paid
- itch.io: payments for embedded HTML5 games
- Google AdSense Help: revenue share
- Google AdSense Help: ads on game play pages
- Google AdSense Help: H5 Games Ads signup
- Google AdMob Help: policies for ad units that offer rewards
- MDN Web Docs: game monetization
- Steamworks documentation: demos
Keep going
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