For creators
Getting your AI-made game onto CrazyGames (Basic Launch)
You made a game in a jam month and people actually play it. Nice. CrazyGames has 50M+ monthly players, and its first step, Basic Launch, is built for exactly this: you upload what you have and see how real players respond. Here's what to check before you hit submit.
A plain-English checklist from Vibe1Up. Vibe1Up isn't affiliated with CrazyGames. Every rule below comes from CrazyGames' own developer docs as of October 27, 2026, and their docs always win if anything changes. Sources are at the bottom.
What Basic Launch is
- A small, free test run. Your game goes live to a limited audience for 7 to 21 days. It ends once the game has been live for at least 7 days and reached 500 plays, or after 21 days if it never gets there.
- No SDK needed. No CrazyGames-specific integration and only a basic quality review. You can add the SDK, but ads stay off during Basic Launch.
- No money yet. Ads, banners and in-game purchases are disabled in this phase.
- You keep your game. 100% ownership, and it's fine if it's already live elsewhere, as long as you hold the distribution rights.
- It's judged on three numbers, compared with other games on CrazyGames: average playtime (how long people keep playing), conversion to gameplay (how many people who open it actually start playing) and retention (whether they come back; Day 1 retention shows up a day later).
- You get a developer dashboard that updates daily, and you can push updates during the test. They're auto-approved.
At the end you hear what's next. If all metrics are at or above benchmark, you're invited to Full Launch. If some are, you may get another Basic Launch round after improving the game. If most are below, the game can't go on, and you'd resubmit it as a new game with significant improvements.
Pre-submit checklist
Size and speed
- Initial download is 50 MB or less. To be eligible for the mobile homepage it has to be 20 MB or less. Without the SDK, your total file size counts as the initial download.
- Total size is 250 MB or less, with no more than 1,500 files.
- If your game loads files from your own server, players should reach gameplay in about 20 seconds or less.
- The build uses relative paths only, never absolute ones.
Devices and browsers
- Works in Chrome and Edge. If it breaks in Safari, it gets switched off on Safari, and on Chromebooks if it struggles with 4 GB of RAM.
- Mouse and keyboard work. If you want mobile players, touch has to work too.
- Plays in landscape on desktop. Portrait games are fine with bars or a background on the sides.
- Text is readable in a smallish window. Their common sizes start around 821×462 and 907×510 on desktop and 800×450 on mobile, so tiny HUD text is a real risk.
- Physics behave the same on 60 Hz and 144/165 Hz monitors. (Tie movement to delta time, not frame count.)
- On mobile, add
user-select: noneto the body so a long press doesn't select the whole game. If you use Web Audio, resume the AudioContext on a tap, because iOS pauses it when the app goes to the background.
Content and links
- No outside ads. Only ads served through the CrazyGames SDK are ever allowed.
- No outside logins (Google, Facebook, email, wallets). Guests must be able to play.
- No cross-promotion of other games or platforms. Still allowed: Discord or dev-site links in the menu (not the main call to action, and not leading to a playable web version), Steam links on desktop in the main menu only, and links to other games in the same series.
- No App Store or Google Play links in the game, ever.
- No custom fullscreen button. CrazyGames adds its own.
- English is available. If you include other languages, the translations have to be good.
- Original name, assets and content. QA rejects clones and asset flips.
- Fits PEGI 12. The audience is 13+, and games aimed at young kids aren't accepted on the main site.
- If you collect personal data beyond what the SDK does, show a short privacy or terms notice.
- If there's chat, it needs a profanity filter and moderation.
Common jam-build gotchas
These come from what we've seen checking jam builds on Vibe1Up. They're our tips, not CrazyGames' wording, and each one ties back to a rule above.
- The Vibe Jam portal. Jam entries often carry a portal badge or link to the jam's webring. That's cross-promotion, so take it out of the build you submit.
- "Made with…" and credit links. Links to your AI tool, the jam page or your other projects count as outbound promo. Move them to your dev site.
- Debug or dev builds. Ship a production build. Debug exports can be several times bigger than they need to be.
- Big uncompressed assets. Huge textures, audio and 3D models are the usual reason a game goes over 20 MB. Compress them, or load the first level first and the rest later.
- Keyboard-only controls. Without touch you're desktop-only. That's allowed, but it's a smaller audience.
- A title screen that's really a marketing page. CrazyGames wants players in the game fast, and Full Launch requires landing in gameplay within one click.
- API keys or your own login wall. If the game needs a sign-in or a player's own API key to work, it won't pass. Guests have to be able to play.
- A leftover fullscreen button from the jam template. Take it out.
- Placeholder page titles. A browser tab that still says your repo name looks unfinished.
- Your multiplayer server. CrazyGames only hosts files, so an online game still needs your own server.
How to submit
- Create a developer account and open the CrazyGames Developer Portal.
- Click Submit a game and upload your web build. You can also have them iframe a game hosted on your own domain. They don't iframe games hosted on other game portals, and they recommend uploading so you get their CDN and optimizations.
- Use the preview / QA tool to run your game as it will look on CrazyGames and check it against their requirements.
- Fill in the metadata (description and controls) and add your cover images and video.
- Submit. Their QA team plays it and emails you the result. If it's rejected, you get feedback and can resubmit after real improvements.
What comes next: Full Launch and the SDK
If your Basic Launch numbers are strong, CrazyGames invites you to Full Launch. That's when you add the CrazyGames SDK:
- Gameplay start/stop events. These also give the true measure of your initial download size.
- Ads through the SDK only. Midgame ads go at natural breaks, never mid-play, and rewarded ads have to be optional. The game must still work with an adblocker.
- CrazyGames accounts. Use their username and avatar, save progress through their Data module or automatic progress save, and log CrazyGames users in automatically. External logins aren't allowed.
- Instant gameplay. New players should land in the game right away, or with one click at most.
- A full QA pass.
Once ads are on, you earn a share of the ad revenue, paid monthly once you've earned €100. After your games reach 50k plays combined, CrazyGames offers technical help with SDK integration.
Sources (CrazyGames docs, read Oct 27, 2026)
- Launch overview: docs.crazygames.com
- Requirements overview: docs.crazygames.com/requirements/intro/
- Technical: docs.crazygames.com/requirements/technical/
- Gameplay: docs.crazygames.com/requirements/gameplay/
- Advertisement: docs.crazygames.com/requirements/ads/
- Account integration: docs.crazygames.com/requirements/account-integration/
- Basic Launch guide (metrics): docs.crazygames.com/resources/basic-launch-metrics/
- FAQ: docs.crazygames.com/faq/
Vibe1Up is an independent showcase of AI-made browser games and isn't affiliated with CrazyGames. This guide is our summary to help creators prepare, not official CrazyGames documentation.
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