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For developers · Compared

Where to publish a web game

Player Two (playertwo.lol) is a store for browser games with multiplayer rooms, payments and hosting built in. Here it is beside the other places developers put web games: itch.io, Poki, CrazyGames, Steam and Discord Activities, then Newgrounds and Game Jolt. What each keeps of a sale, whether it runs multiplayer servers, who takes the payments, what its SDK does, how big a build may be, and whether a person reviews a game before it’s listed.

Every other platform's facts come from its own public pages, read on November 8, 2026, each linked beside what it says; where a page doesn't say, neither do we. Platforms change their terms, so check the linked page before you decide.

On this page

At a glance

The short answers (checked November 8, 2026)
PlatformDeveloper keeps of a saleMultiplayer serversIn-game purchasesReview first
Player Two90%IncludedYes, you keep 80%No
itch.ioYou set itch.io's share (10% by default)Not describedNot describedNo
PokiAds: 100% direct, 50/50 from PokiPeer-to-peer library (beta)Not describedHand-picked
CrazyGamesAds: a share, not statedNo, bring your ownXsolla, by invitationYes, QA
SteamSet in its agreement; $100 fee an appMatchmaking, P2P, game servers APIYes, Steam WalletYes, 1 to 5 days
Discord ActivitiesA 15% fee on a team's first $1M (2024 post)No, your own backendYes, verified appsVerified 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.

What the developer keeps, from each platform's own pages
PlatformWhat its pages saySource
Player Two90% 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.ioThe 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
PokiAd 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
CrazyGamesA 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
SteamThe 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 ActivitiesDiscord'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.

Multiplayer servers, from each platform's own pages
PlatformWhat its pages saySource
Player TwoYes, 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.ioNot offered: its creator docs and API overview describe no multiplayer servers.itch.io: Creator FAQ · itch.io: API overview
PokiNetlib, a peer-to-peer library for web games over WebRTC; Poki hosts its signaling and STUN/TURN relays for free. In beta.Poki: Netlib
CrazyGamesNo: “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
SteamMatchmaking and lobbies, peer-to-peer networking, and a Game Servers API for your own dedicated servers.Steamworks: Multiplayer
Discord ActivitiesYou 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.

Payments, from each platform's own pages
PlatformWhat its pages saySource
Player TwoPlayer 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.ioSales through PayPal and Stripe.itch.io: Payments
PokiAd revenue paid by wire transfer or PayPal; no in-game purchases described.Poki: Payouts and billing
CrazyGamesAd earnings paid monthly once they reach €100. In-game purchases through Xsolla, by invitation only.CrazyGames: FAQ · CrazyGames: In-game purchases
SteamSteam processes in-game purchases; players pay from their Steam Wallet.Steamworks: Microtransactions
Discord ActivitiesDiscord 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.

SDK, from each platform's own pages
PlatformWhat its pages saySource
Player TwoThe 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.ioIts 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
PokiThe Poki SDK (HTML5, Unity, Godot, GameMaker, Construct, Phaser and others): ads (commercial and rewarded breaks) and gameplay events.Poki: SDK overview
CrazyGamesThe 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
SteamThe Steamworks SDK: achievements and stats, leaderboards, Steam Cloud, matchmaking, networking, inventory and microtransactions.Steamworks: Features
Discord ActivitiesThe 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.

Hosting a web build, from each platform's own pages
PlatformWhat its pages saySource
Player TwoHosted 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.ioAn 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
PokiGuidance, not a hard limit: an initial download of no more than 5 MB and 8 MB in all.Poki: Choosing your web game engine
CrazyGamesAn initial download of 50 MB or less (20 MB for its mobile homepage), 250 MB and 1,500 files in all.CrazyGames: Technical requirements
SteamSteam distributes downloaded builds; it doesn't host browser games.Steamworks: Features
Discord ActivitiesYou 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.

Review before it's listed, from each platform's own pages
PlatformWhat its pages saySource
Player TwoNone 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.ioNone 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
PokiCurated: “Every game on Poki is hand-picked”, after an application and Poki's own tests.Poki: Working with Poki
CrazyGamesA QA review of every game, then a Basic Launch to a small share of players, then a second review for Full Launch.CrazyGames: FAQ
SteamA 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 ActivitiesMonetization 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.