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The room

Documentation

How Player Two works

Every part of the platform, how money moves through it, and the journeys of the people who use it: players, backers, developers, and Player Two’s own admins. For quick answers, see the help center.

  1. Players payIn USDC on Base, from the wallet every player gets at sign-in.
  2. Player Two holds and splitsRaised money waits for proof of each stage. Each sale is split by the same fixed rules.
  3. Developers and backers are paidDevelopers stage by stage on proof, and from sales. Backers from every sale of a game they backed.
On this page

Overview

The store and the launchpad

Player Two is a game store and a launchpad in one room.

  • The store holds finished games and demos, free or paid. Buy a game and it’s yours; add a free one to your library.
  • The launchpad holds games still being made, raising money from players. Backers put money in, Player Two holds it, and the developer is paid stage by stage as they prove the work is done. Once the game sells, its backers share in every sale.

Anyone with an account can put a game on Player Two, and it goes live the moment it’s submitted. Payments are real: USDC on Base.

Three ideas

  • Money waits for proofRaised money stays with Player Two until each stage of work is shown to be done.
  • Backers have a sayBackers can object to proof, and vote on what happens when something goes wrong.
  • One set of rulesThe same fees and rules for every game: 10% of a sale, 5% of each stage paid out.

Accounts and wallets

Signing in

Sign in with email, Google, Discord, X or a crypto wallet. Privy, the company that runs our sign-in, makes you a wallet the first time you sign in. You can look around and play free web games without an account; you need one to buy, back, wishlist, add games to your library or submit a game.

Your public name starts as a made-up handle, never your email or your Google name. Change it in your profile: 2 to 32 letters, numbers and spaces. A few names, like Admin, Support and Player Two, are kept for us.

Your wallet

Your wallet holds USDC, a digital dollar (one USDC is meant to be worth one US dollar), on Base, the network it moves on. You pay from it, and everything paid to you lands in it. There’s nothing to install and no recovery phrase to keep. It lives with Privy, so it stays yours even if you leave Player Two. Its balance shows at the foot of your profile.

Adding funds

Add funds, at the foot of your profile, opens Privy’s top-up window. Pay by card or bank, or send crypto from another wallet: whatever you use arrives as USDC on Base. Player Two pays the network fees. A card or bank provider may charge its own fee; Player Two adds none.

Paying

Every payment goes through the same steps, and the button you pressed says which one it’s on:

  1. Set upPlayer Two makes the payment: what it’s for, how much, where it goes.
  2. Check your walletShort of funds? You’re offered a top-up first.
  3. ApproveYou approve the transfer in your wallet, within 30 minutes.
  4. Confirmed on BaseIt counts once the transfer is confirmed: your wallet, the right amount, sent to Player Two.

Nothing leaves your wallet until you approve. Our server also watches the treasury on Base, so a transfer that arrives without being confirmed the usual way is still matched to its payment: same wallet, same amount, within three days.

The room

Home is the room: a dome lined with screens, a ring of game cards in front of you, and one big screen for the game you’ve chosen. Opening a game flies you into its big screen and onto its page.

Browsing

  • Tabs: All games, Store, Launchpad, Library and Wishlist.
  • Search by name, studio or genre, and narrow by stage, genre, price and where a game plays.
  • Arrows under the cards step through the ring, with where you are in it.
  • An empty tab, or a search with no match, says so and offers somewhere to go: free games, the store, or submitting a game.

Cards and the big screen

Each card wears its studio’s name at the top. Its foot shows where the game stands: a beam for a raise, a ring of arcs while it’s being built, and a pulse of daily players once it’s out. Owned games say so on the card. The player count is how many people have the game in their library.

The big screen shows the chosen game’s name, its raise if it has one, a heart for your wishlist, and its buttons: Invest in this game for a raise, Buy for a game on sale, Play free for a free one.

Your profile

Press your pixel creature at the top of the room. The panel shows your player pass and your figures, your backer passes, your library, your wishlist, your studio if you have one, and your wallet with Add funds and Claim. Open it out into your full profile page for everything, including your notices and payouts, the games you’ve hidden, and your name.

Game pages

Every game has its own page. It opens on the game’s art in depth, then runs in numbered sections; a section shows only when the game has something for it.

The sections of a game’s page
SectionWhat it shows
The gameThe trailer, screenshots, genres, modes and platforms. Each tag finds games like it.
The planWhat the money builds, branch by branch, and when each part ships. For a game that’s out: its features.
The askFor a raise: the pot, its stages and how each is paid out, the latest proof, and any open vote.
Your cutThe backers’ share of every sale, the stake calculator, and the backer pass a stake brings.
The builderThe developer’s note, their figures, their GitHub activity, and their other games.
UpdatesPosts from the developer, and the raise’s own news.

At the foot of every page is Report this game. The game’s developer and Player Two’s admins also see Edit page in its top bar.

The store and your library

Buying

Press Buy on a game’s page and approve the payment. Once it’s confirmed, the game is in your library. If you hold the game’s backer pass, it’s already yours. A second purchase of a game you already own is sent straight back.

Free games

Press Add to library on a free game’s page (sign in first). Free web games also play without an account.

Your library

Your library holds the games you bought, the free games you added and the games that came with a backer pass. Games you backed show there too, so you can follow them. Hide any game with the eye on its cover in your profile; it stays yours, and your full profile page lists hidden games so you can show them again.

Your wishlist

The heart on any game puts it on your wishlist (sign in first); press it again to take it off. The number beside a heart is how many players have that game on their wishlist. The room’s Wishlist tab shows yours.

Playing

  • Web games play on Player Two, in its player, each from its own address on playertwo.cc, which keeps it apart from your account. Its saves follow you to any device. A free one is anyone’s to play.
  • A paid web game plays from a play link made for each of its owners, which lasts 6 hours. The page asks for a fresh link each time you press Play.
  • Games played on their developer’s own site are the developer’s responsibility: Player Two doesn’t host them and can’t control who reaches them.

Downloads

Developers can upload builds for Windows, Mac and Linux, as a demo and as a full version.

Who can download what
BuildWho can download it
DemoAnyone signed in
Full versionThe game’s owners: players who bought it or got it with a backer pass

Each download link is personal and expires after 10 minutes; the game’s page makes a new one when you need it. Every new upload is reviewed by Player Two before players can get it.

The Player Two app for Mac and Windows is the easy way: it lists every game you own and every demo, installs one with a press, picks up a stopped download where it left off, offers a developer’s new version as an update, and starts the game with Play. It fetches its own fresh links as it goes.

The launchpad

The terms of a raise

What every raise sets
TermWhat it meansLimits
GoalThe whole amount asked forUp to $10 million
Smallest stakeThe least one backer can put inFrom $1
Closing dateWhen the raise ends if it isn’t full3 to 120 days after it opens
Backers’ shareThe part of every sale backers split5% to 85%
Planned priceWhat the game will cost at launch. A stake of at least this brings a passUp to $500
StagesParts of the work, each with proof to show, a share of the money and a deadline1 to 8, adding up to 100%

Once a raise opens, its terms are fixed: the developer can still change how the page looks and reads, but never the terms backers put money in on.

Backing

On a raise’s page, Your cut works out what a stake could make as copies sell. Choose a stake, review it (what it makes if the game sells well, breaks even, or sells nothing), tick the box that says you could lose what you put in, and confirm.

  • A stake can be anything from the smallest stake up to what the raise still needs. When less than the smallest stake is left, the last backer puts in exactly what’s left.
  • Each stake gets the next backer number for that game, starting at 1.
  • A stake of at least the planned price brings a backer pass, and the game: it goes in your library, and it’s yours free on launch day.
  • Developers can’t back, object to or vote on their own games.

Funded, or closed short

A raise closes the moment it reaches its goal. It’s funded: the first stage is under way, and each stage’s deadline counts from that day. If the closing date comes first, every backer is refunded in full. Money that arrives after a raise has closed or filled is sent straight back.

The risk

Stages, proof and votes

Raised money is paid to the developer one stage at a time, and only once that stage is shown to be done.

  1. The developer posts proofA link backers can open and check, like a public build or a video.
  2. 3 days for objectionsAny backer can object and say what doesn’t match the stage.
    • No objectionThe stage is paid out, less 5%. The next stage begins.
    • An objectionA vote of backers opens.
  3. A 5-day voteVotes count by the dollars each backer put in. A missed deadline opens one too.
    • More dollars to go onThe stage is paid out, less 5%, or a missed one gets 30 more days.
    • More dollars to refundWhat hasn’t been paid out goes back, by stake.
    • Under 20% of the money votedPlayer Two reviews the stage and decides.

Proof and objections

When a stage is done, the developer posts its proof from their studio: a link backers can open and check, like a public build or a video, with a note if they like. Backers are told, and have 3 days to object. With no objection, the stage is paid out to the developer, less Player Two’s 5%, and the next stage begins.

Any backer can object: under the proof, press This doesn’t meet the objective and say, in a sentence or more, what doesn’t match. The first objection opens a vote.

Votes

A vote lasts 5 days. Every backer can vote, and change their vote while it’s open. Votes count by the dollars each backer has in the game. On an objection, the choice is to pay the stage out or to refund what’s left. The side with more dollars behind it wins; a tie goes the game’s way. While backers vote on a stage’s proof, that proof can’t change.

Too few votes

A vote counts only if backers holding at least 20% of the money take part. If too few vote, Player Two reviews the stage and decides: pay it, give more time, or refund what’s left.

Missed deadlines

When a stage’s deadline passes without proof, a vote opens by itself, and backers choose between giving the developer 30 more days and refunding what’s left. If the developer posts proof while that vote is open, the vote ends and the proof gets its own 3 days for objections.

Refunds

A refund sends back everything that hasn’t been paid out, to every backer in proportion to their stake. Stages already paid out stay paid. After the last stage is paid, the raise is complete.

Money

The split of a sale

Player Two keeps 10% of every sale. For a game that raised money, its backers share the percentage its developer set when raising, split among them by stake. The developer gets the rest. Here is a $15 sale with a 40% backers’ share:

One sale$15.00
Player Two
$1.50
Backers, by stake
$6.00
The developer
$7.50
A game that didn’t raise money pays its developer 90% of each sale.

The raise fee

Player Two keeps 5% of each stage of a raise as it’s paid out to the developer. A $10,000 raise whose first stage is worth 30% pays $3,000 for that stage: $150 to Player Two, $2,850 to the developer. Refunds carry no fee.

Earnings and claims

Sales build up what each backer and each studio is owed. Either claims it once it comes to $1 or more:

  • Backers claim from the foot of their profile. It’s paid to their Player Two wallet.
  • Developers claim their studio’s earnings from their studio. It’s paid to the studio’s payout address.

A backer’s share of a sale is their part of all the money backed. With a 40% share, a backer holding 1% of the raise earns $0.06 from each $15 sale.

Payouts

A payout is money leaving Player Two’s treasury: a stage paid to a developer, a refund, or a claim. For now, every payout is reviewed and approved by a Player Two admin before it’s sent.

  1. QueuedA stage clears, a refund is due, or someone claims.
  2. ReviewedA Player Two admin checks the amount, where it goes, and why.
  3. SentThe treasury sends it as USDC on Base.
  4. ConfirmedConfirmed on Base. The person paid gets a notice.

A studio’s payouts go to its payout address, which is the developer’s Player Two wallet unless they change it. When a studio changes its payout address, its payouts are held for 2 days and the developer is told, so a stolen session can’t quietly send a studio’s money elsewhere. No payout goes to a studio until its developer’s identity check is approved.

Money sent back

Two kinds of payment are sent straight back to the wallet they came from: money that reaches a raise after it has closed or filled, and a second purchase of a game the player already owns. The player is told why.

The treasury

Raised money and sales wait in Player Two’s treasury, a wallet protected by Privy’s policies:

  • Our server alone can send only USDC on Base, and only up to a cap on each transfer.
  • A larger payout needs an admin’s own key as well as the server’s.
  • What the server sends by itself is also limited each day.
  • Changing the treasury or its rules takes both keys.

Passes

Backer passes

A backer pass is a collectible card that comes with a stake of at least the game’s planned price. It carries the backer’s number for that game and brings the game itself: it’s in their library, and theirs free on launch day. Its rarity comes from the stake:

  1. CommonThe planned price
  2. Rare$100 or more
  3. Epic$250 or more
  4. Legendary$1,000 or more
  5. Mythic$2,500 or more
  6. Divine$10,000 or more

Each stake counts on its own, and its rarity is fixed when it’s made: two $100 stakes bring two Rare passes. When a game will be free at launch, every stake brings a pass. Every pass has its own page whose link shows the card, to share anywhere. Passes are records kept by Player Two.

The player pass

Every player has a player pass. It’s made like a backer pass, with the player’s creature and name, and the points they’ve earned where a stake would be. Its rarity climbs with points, each rarity ten times the last.

How points are earned
What you doPoints
Add a free game to your library1
Pay $1 for games10
Back a raise with $1 (refunds don’t count)20
Player pass rarity
RarityPointsBacked onlyBought only
Common0$0$0
Rare2,500$125$250
Epic25,000$1,250$2,500
Legendary250,000$12,500$25,000
Mythic2,500,000$125,000$250,000
Divine25,000,000$1.25M$2.5M

For developers

Listing a game

Press the plus in the room, or go to Submit a game, and sign in. First choose a path: put the game in the store, or raise for it. Then fill in the game, its look, where it plays, its price or its raise, the plan (for a raise), and you. The game’s page builds itself beside the form as you type, and the game goes live the moment you finish.

  • Needed: a name, a tagline, what it is in a paragraph, at least one genre, where it plays, square card art, and your studio’s name. A game for the store also needs a way to play it; a raise needs its stages.
  • Price: free, or up to $500 in USDC. A game that didn’t raise money pays you 90% of every sale.
  • Its look: the trailer plays in the form as it will on your page; the screenshots show in the order you drag them into. Your name’s lettering is one of the templates, a typeface from Google Fonts’ library, or a font of your own (WOFF2, WOFF, TTF or OTF, up to 2 MB; only one you’re allowed to use on the web). Player Two keeps the font’s files and serves them itself, and the font goes with the game if it’s taken down.
  • Features: up to six lines of what players get. Each is a card on your page, with a photo of its own if you give it one, or as words in your game’s colour.
  • Where it plays: a link to your own site, or a web build hosted by Player Two.

Your studio

Your studio is made with your first game, and your studio page is where you run everything:

  • Developer profile: your studio’s name, what you are, a note to players, your sign-off and your links. It shows on every one of your games’ pages. Connect GitHub and your public activity shows there too, read straight from GitHub.
  • Money: what your studio is owed from sales, the Claim button, and your payout address.
  • Games: each with its figures, its stages and the place to post proof, its price, quick edits, Post an update, and taking it down.

Editing a game

Every part of a game’s page can change: open it from your studio, or press Edit page on the game’s page. Once a raise is open, its goal, smallest stake, backers’ share, length, planned price and stages stay as backers agreed to them.

Identity checks

Only developers who raise money are checked. Before a raise can take any, and before any of its stages is paid out, the developer photographs an official ID and takes a selfie with Didit, our identity partner, from their studio. Didit checks the document is real and the selfie matches it, in seconds; Player Two keeps only the name on the ID and the country that issued it. A check Didit can’t decide is reviewed by a person. Developers who only sell their games or give them away are never asked.

Raising

  • Set the goal, the smallest stake, how many days it runs, the backers’ share, the planned price, and the stages: what each will show, its share of the money, and when it’s due, counted from the day the raise is funded.
  • Post proof for each stage from your studio. Without an objection in 3 days, the stage is paid out, less 5%, once an admin has checked the payout.
  • Once the raise is funded, you can put the game on sale: set its price in your studio. Its backers share every sale from then on.
  • Post an update from your studio to tell backers how it’s going. It shows on the game’s page and reaches backers as a notice.

Builds and downloads

  • A web build: a .zip of your export’s folder with index.html at the top (up to 100 MB, and up to 300 MB and 3,000 files once unpacked), or one .html file; or, up to 5 GB, the folder pushed with one command. It plays at its own address, <your-game>.playertwo.cc, with no code changes, and can’t reach anything else on the platform. If the game costs money, only its owners can open it. Hosting says what hosting here gives, next to playing from your own site, and how to push a build.
  • Trophies, leaderboards, stats, cloud saves and presence: for a game Player Two hosts (a web build or downloads), through one script tag. See the game SDK. A game played on its own site gets them too, in Player Two’s player, with a signed identity for its own servers: see Player Two Connect.
  • Downloads: upload Windows, Mac and Linux builds, as a demo and as a full version: a .zip or .tar.gz of the game’s folder (the Player Two app unpacks it and starts the file you name as its launch file), or an installer (.exe, .msi, .dmg, .pkg) that players run themselves. Every new upload is reviewed by Player Two before players can get it, and a new version reaches players’ apps as an update.

Through your agent

Your own AI agent can submit your games for you, for the store or as a raise, upload their pictures, trailers and web builds, and keep their pages up to date. Make it a key in your studio, under Agents; the key is shown once.

  • MCP, for Claude, Cursor and other agents that use tools: the server is https://playertwo.lol/api/mcp, with the header Authorization: Bearer and your key. Its tools are get_submission_guide, check_game, upload_media, upload_web_build, submit_game, update_game, get_game, my_studio, and for a hosted game’s trophies and leaderboards list_trophies, define_trophy, list_boards and define_board.
  • The agent API, for scripts: GET /api/v1/agent/guide explains every field and the rules; POST /api/v1/agent/games submits a game (with publish: false it waits in your studio as a draft); PATCH /api/v1/agent/games/<slug> changes one; POST /api/v1/agent/media and /api/v1/agent/builds take files by https address.
  • A key can only submit and edit your games. It can’t pay or claim money, change your account or payout address, or take a game down.
  • A raise your agent submits is live at once and takes no money until you check your identity in your studio. An agent can’t do that step.
  • Revoke a key in your studio at any time; it stops working at once.

Taking a game down

You can take your game down from your studio while no backer’s money is riding on it. If it has backers’ money in it, ask us, and we settle with the backers first.

Safety and moderation

What may be listed, and what isn’t allowed, is set out in our content policy. In short:

  • Anyone can report a game with Report this game at the foot of its page, signed in or not, or by email to hello@playertwo.lol.
  • A person at Player Two looks at every report.
  • Player Two can warn a developer, take a game down, refund what’s left of a raise, and ban an account. A banned account can no longer buy, back, vote, post or submit.
  • Decisions can be appealed by email.

Notices and your account

Player Two tells you when something happens to a game you back, a game on your wishlist, or your money. Notices show in your profile, and are sent by email to the address you signed in with, if you signed in with one. You choose which emails you get, kind by kind:

Notification settings
KindWhat it covers
Game updatesPosts from the developers of games you back
Raises you backFunded, proof posted, votes, stage payouts, refunds
Your wishlistA game on it comes out, goes on sale or gets a demo (once each)
MoneyPayouts to you. Always on

From your profile you can also change your name, download all your data as a file, and delete your account. Your wallet stays yours when you go: it lives with Privy. Claim anything you’re owed first.

Journeys

Four people, from the first step to the last.

A player who browses and plays

  1. Arrives in the room

    Turns the ring, switches between the store and the launchpad, searches by genre.

  2. Opens a game

    Watches the trailer, reads what it is and who made it.

  3. Signs in

    With email, Google, Discord, X or a wallet. Their wallet is made on the spot.

  4. Gets the game

    Adds a free game to their library, or presses Buy, tops up if short, and approves the payment.

  5. Plays

    A web game right there (a paid one from a play link that lasts 6 hours), or a download for Windows, Mac or Linux where there is one.

  6. Keeps a collection

    Wishlists games for later, hides the ones they’re done with, and watches their player pass climb with every game.

A backer who follows a raise to the end

  1. Finds a raise

    On the Launchpad tab. Reads the plan, the stages and the terms on the game’s page.

  2. Backs it

    Chooses a stake in Your cut, reviews it, ticks the box, confirms and approves. Gets the next backer number, and a pass if the stake is at least the planned price.

  3. Waits for the goal

    The raise fills and is funded, and the first stage starts. Or it closes short, and the backer is refunded in full.

  4. Checks each stage

    Gets a notice when proof is posted, opens the link, and has 3 days to object if it doesn’t match.

  5. Votes when asked

    On an objection or a missed deadline: 5 days, counted by dollars. If too few backers vote, Player Two decides.

  6. Sees it through

    Stage after stage is paid out, until the game is made. Or backers vote to stop, and what’s left comes back.

  7. Launch day

    With a pass, the game is already theirs. From now on, every sale adds their share to what they’re owed.

  8. Claims

    From $1, at the foot of their profile. An admin checks it, and it lands in their wallet.

A developer who raises, proves and gets paid

  1. Submits the game

    Chooses to raise. Sets the goal, the smallest stake, the days, the backers’ share, the planned price and the stages. The page goes live.

  2. Verifies their identity

    A photo of an official ID and a selfie, with Didit. Then the raise can take money.

  3. Brings backers in

    Shares the page and posts updates. The raise fills and is funded; stage 1 is under way.

  4. Posts proof

    From their studio, a link backers can check. After 3 days with no objection, the stage is paid out, less 5%, once an admin has approved the payout.

  5. Answers to backers

    An objection, or a missed deadline, goes to a vote. Posting proof during a missed-deadline vote ends it.

  6. Launches

    Sets a price in their studio once the raise is funded, and uploads builds; downloads are reviewed before players get them.

  7. Gets paid

    Stage payouts as each stage clears, and the studio’s share of every sale, claimed from $1 to the payout address.

How Player Two’s admins review and moderate

  1. Review identity checks

    The ones Didit can’t decide, before a raise can take money.

  2. Review every payout

    Stage payouts, refunds and claims wait for an admin, who checks the amount, where it’s going and why, then sends it or cancels it. A payout over the server’s cap is signed with the admin’s own key as well. A failed payout can be tried again.

  3. Review new downloads

    Every new upload is checked before players can get it.

  4. Decide stages too few voted on

    Pay the stage, give more time, or refund what’s left.

  5. Work through reports

    Each report arrives with its reason, any note and when it came in. The admin checks the game, then dismisses the report, warns the developer, or takes the game down.

  6. Settle with backers

    When a game with backers’ money in it comes down, refund what hasn’t been paid out.

  7. Ban when needed

    An account that breaks the rules badly, or again and again, can be banned.

  8. Leave a record

    Every admin action is written to a log.

Rules at a glance

The numbers
RuleValue
Player Two’s share of a sale10%
Player Two’s fee on a raise, per stage paid out5%
Backers’ share of sales, set per raise5% to 85%
How long a raise runs3 to 120 days
Stages in a raise1 to 8
Time to object to proof3 days
How long a vote runs5 days
Money that must vote for a vote to count20%
More time a missed deadline can get30 days
Smallest claim$1
Time to approve a payment30 minutes
A paid web game’s play link lasts6 hours
A download link lasts10 minutes
Payouts held after a payout address changes2 days
A game’s priceUp to $500
A raise’s goalUp to $10 million

Words we use

Backer
A player who put money into a raise.
Stake
The amount a backer put in at one time. Each stake has its own backer number.
Raise
A developer’s ask for money to make a game, with a goal, a closing date and stages.
Stage
A part of the work, with proof to show, a share of the money and a deadline.
Proof
A link backers can check that shows a stage is done.
Objection
A backer saying a stage’s proof doesn’t match what was promised. It opens a vote.
Quorum
The part of the money backed that has to vote for a vote to count: 20%.
Backers’ share
The percentage of every sale that goes to a game’s backers, split by stake.
Planned price
What a game will cost at launch. A stake of at least this brings a backer pass.
Backer pass
A collectible card for a stake of at least the planned price. It brings the game.
Player pass
Every player’s own card, whose rarity climbs with their points.
Claim
Asking for what you’re owed from sales to be paid out to you.
Payout
Money sent from Player Two’s treasury: a stage payment, a refund or a claim.
Payout address
Where a studio’s money is sent. The developer’s Player Two wallet unless they change it.
Treasury
Player Two’s wallet, which holds raised money and sends every payout.
Studio
A developer’s name and profile on Player Two, made with their first game.
USDC
A digital dollar: one USDC is meant to be worth one US dollar.
Base
The network USDC moves on here.
Privy
The company that runs sign-in and players’ wallets for Player Two.