At a glance
| Platform | Developer keeps of a sale | Multiplayer servers | In-game purchases | Review first |
|---|---|---|---|---|
| Player Two | 90% | Included | Yes, you keep 80% | No |
| itch.io | You set itch.io's share (10% by default) | Not described | Not described | No |
| Poki | Ads: 100% direct, 50/50 from Poki | Peer-to-peer library (beta) | Not described | Hand-picked |
| CrazyGames | Ads: a share, not stated | No, bring your own | Xsolla, by invitation | Yes, QA |
| Steam | Set in its agreement; $100 fee an app | Matchmaking, P2P, game servers API | Yes, Steam Wallet | Yes, 1 to 5 days |
| Discord Activities | A 15% fee on a team's first $1M (2024 post) | No, your own backend | Yes, verified apps | Verified for selling |
Newgrounds and Game Jolt are below: their own pages said too little for a row of their own when we read them.
What the developer keeps
Of a sale, and of a purchase made inside the game.
| Platform | What its pages say | Source |
|---|---|---|
| Player Two | 90% of each sale and 80% of each in-game purchase: Player Two takes 10% and 20%. Nothing to list or host a game. (A game that raised money on Player Two's launchpad shares part of its sales with its backers, as its developer set; 5% of each stage of a raise as it is paid out.) | Player Two's fees |
| itch.io | The seller chooses itch.io's share, from 0% to 100%; the default is 10%. The payment processor's own fee (around 30 cents and 2.9% a payment) comes on top. itch.io costs nothing to use. | itch.io: Payments · itch.io: Creator FAQ |
| Poki | Ad revenue: 100% of what players who arrive directly bring (bookmarks, search, social, your own community), 50/50 for players Poki brings. That is the web-exclusive deal; Poki's pages say other deals are set in the agreement. | Poki: Working with Poki |
| CrazyGames | A share of ad revenue, plus optional in-game purchases; its public pages give no percentage. Ads are on from its Full Launch, not during its Basic Launch. | CrazyGames: FAQ |
| Steam | The revenue share is set in the Steam Distribution Agreement; the Steamworks pages we read give no percentage. A $100 Steam Direct fee for each app, recouped once the app has $1,000 in adjusted gross revenue. | Steamworks: App fee · Steam Direct |
| Discord Activities | Discord's announcement of June 6, 2024: a 15% platform fee on a team's first $1M in cumulative gross sales, 30% before that change. Its monetization docs give no percentage. | Discord: developer updates, June 6, 2024 · Discord: Enabling monetization |
Multiplayer servers
Whether the platform runs the servers a multiplayer game needs.
| Platform | What its pages say | Source |
|---|---|---|
| Player Two | Yes, included: rooms of 1 to 64 players, and worlds of 256 players to an area, matched near the players, with voice for up to 24 in a room; a room can run your own code on Player Two’s servers, so you need no server of your own. For games hosted on Player Two (a game on its own site can push its room code too). | The SDK: rooms · Their limits |
| itch.io | Not offered: its creator docs and API overview describe no multiplayer servers. | itch.io: Creator FAQ · itch.io: API overview |
| Poki | Netlib, a peer-to-peer library for web games over WebRTC; Poki hosts its signaling and STUN/TURN relays for free. In beta. | Poki: Netlib |
| CrazyGames | No: “we only host the game files”; a multiplayer game brings its own servers (Photon is the example given). The SDK has invite links. | CrazyGames: FAQ |
| Steam | Matchmaking and lobbies, peer-to-peer networking, and a Game Servers API for your own dedicated servers. | Steamworks: Multiplayer |
| Discord Activities | You run your own backend; all traffic goes through the Discord Proxy, and only WebSockets are supported (WebRTC is not). | Discord: Activities networking · Discord: Activities overview |
Payments
Who takes the player's money, and how the developer is paid.
| Platform | What its pages say | Source |
|---|---|---|
| Player Two | Player Two sells the game and the purchases inside it (p2.store: your products, or charges at your own prices). Players pay from their Player Two balance, topped up by card, Apple Pay, Google Pay or bank. Developers claim earnings from their studio from $1; money is in US dollars, held as USDC on Base, and each payout is approved by a Player Two admin for now. | In-game purchases · Payouts |
| itch.io | Sales through PayPal and Stripe. | itch.io: Payments |
| Poki | Ad revenue paid by wire transfer or PayPal; no in-game purchases described. | Poki: Payouts and billing |
| CrazyGames | Ad earnings paid monthly once they reach €100. In-game purchases through Xsolla, by invitation only. | CrazyGames: FAQ · CrazyGames: In-game purchases |
| Steam | Steam processes in-game purchases; players pay from their Steam Wallet. | Steamworks: Microtransactions |
| Discord Activities | Discord sells one-time items and subscriptions for a verified app owned by a team in the US, the EU or the UK; payouts once the app has made its first $100, after a review. | Discord: Enabling monetization |
SDK
What the platform's own library gives a game.
| Platform | What its pages say | Source |
|---|---|---|
| Player Two | The Player Two SDK (npm i playertwo-sdk, or one script tag): the signed-in player, multiplayer rooms, trophies, XP and levels, stats, leaderboards, cloud saves, presence, in-game purchases, the player’s avatar and travel between games; a server API with game keys; an MCP server for AI agents to publish and update the game. | The game SDK · Agents and MCP |
| itch.io | Its API overview describes a server-side API with an API key, OAuth apps, a JavaScript buy button and an embed widget; no in-game library for trophies, saves or multiplayer is described. | itch.io: API overview |
| Poki | The Poki SDK (HTML5, Unity, Godot, GameMaker, Construct, Phaser and others): ads (commercial and rewarded breaks) and gameplay events. | Poki: SDK overview |
| CrazyGames | The CrazyGames SDK: ads, the player's account, game events, invite links, cloud saves (data) and in-game purchases; needed for Full Launch. | CrazyGames: FAQ · CrazyGames: Data module |
| Steam | The Steamworks SDK: achievements and stats, leaderboards, Steam Cloud, matchmaking, networking, inventory and microtransactions. | Steamworks: Features |
| Discord Activities | The Embedded App SDK: sign-in, the channel and its players, voice and layout events, invites, rich presence and purchases. | Discord: Activities overview |
Hosting a web build
Where the game's files live, and how big they may be.
| Platform | What its pages say | Source |
|---|---|---|
| Player Two | Hosted at its own address on playertwo.cc: a pushed folder up to 5 GB and 20,000 files, with no code changes; builds kept 30 days or the last 20, with rollback. Or play it from your own site, inside Player Two’s player. | Hosting |
| itch.io | An HTML5 zip of up to 1,000 files, 500 MB extracted and 200 MB a file (support can raise them). | itch.io: Uploading HTML5 games |
| Poki | Guidance, not a hard limit: an initial download of no more than 5 MB and 8 MB in all. | Poki: Choosing your web game engine |
| CrazyGames | An initial download of 50 MB or less (20 MB for its mobile homepage), 250 MB and 1,500 files in all. | CrazyGames: Technical requirements |
| Steam | Steam distributes downloaded builds; it doesn't host browser games. | Steamworks: Features |
| Discord Activities | You host it yourself; Discord shows it in an iframe. | Discord: Activities overview |
Review before it's listed
What happens between submitting a game and players finding it.
| Platform | What its pages say | Source |
|---|---|---|
| Player Two | None before: a game goes live the moment it’s submitted, and every game must follow the content policy, enforced by reports and moderation. A raise takes no money until its developer passes an identity check. | Content policy · Help: who can put a game up |
| itch.io | None before publishing; a new page is private until made public, and pages that break its quality guidelines can be removed from browse and search (still open by their link). | itch.io: Quality guidelines |
| Poki | Curated: “Every game on Poki is hand-picked”, after an application and Poki's own tests. | Poki: Working with Poki |
| CrazyGames | A QA review of every game, then a Basic Launch to a small share of players, then a second review for Full Launch. | CrazyGames: FAQ |
| Steam | A review of the build and store page, 1 to 5 days, and 21 days between paying the app fee and a first release. | Steam Direct |
| Discord Activities | Monetization needs a verified app owned by a team. | Discord: Enabling monetization |
Newgrounds and Game Jolt
- Newgrounds: its Newgrounds.io API signs players in with Newgrounds Passport, and any developer can use it free (its help page adds that later features may need a subscription): Newgrounds.io: Help. Its own pages on revenue, hosting limits and review didn’t load for us on November 8, 2026, so they aren’t compared here.
- Game Jolt: its help and marketplace pages draw their words with JavaScript, and showed us none on November 8, 2026, so nothing of it is compared here. See gamejolt.com/help/marketplace.
How this was made
Each platform's own documentation, help and terms pages were read on November 8, 2026; nothing comes from third-party write-ups or forums. Player Two's figures are its own: the fees in the help center, the limits in the SDK and hosting docs.
Read on: everything your game gets on Player Two, the game SDK, hosting and the developer terms.