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Technical requirements

You must follow these technical requirements to get your game published on CrazyGames. We selected these to ensure a fluid user experience when using the platform based on our experience with succesful web games.

File Size & Count Limits

A key factor of a web game's success is the time it takes for a user to start playing. This is why we enforce strict file size limits.

  • Basic Implementation The game must have an initial download size ≤ 50MB. In order to be eligible for the mobile homepage, the initial download size needs to be ≤ 20MB.
    • In case the SDK is not integrated, total file size is used as threshold (≤ 250MB).
    • For externally hosted/loaded files our QA team will evaluate based on the time it takes to reach gameplay (≤ 20 seconds).
    • Full Implementation When the SDK is integrated, the initial download size is measured between the start of loading and the occurence of the first Gameplay start event triggered through the Game module in our SDK. This event is supposed to be triggered when the user enters in a playable state, so excludes menus and additional loading steps.
  • Basic Implementation A maximum amount of 1500 files is allowed as high file counts will make loading slower.

Refer to our Resources section and specifically to our Unity optimizer package for optimization guidelines.

Device & browser compatibility

Basic Implementation

  • We expect games to work on Chrome and Edge. Games that don't work well on Safari will be disabled on that browser.
  • A significant segment of the CrazyGames audience uses Chromebook. Games will be disabled on Chromium OS if they do not work smoothly on a 4GB RAM device.
  • Game supports mouse, keyboard, and touch if mobile is supported.
  • Game should be playable in landscape mode on desktop. We allow vertical/portrait games to be published, especially if they are mobile friendly, either with displaying black bars or background images around on the sides.

Mobile game requirements

  • In order to be eligible for the mobile homepage, the initial download size can not exceed 20MB.
  • Unity games will be disabled on iOS by default, and will be evaluated once the game has reached sufficient plays.
  • You can configure supported orientation in you submission. The website will make sure your game can be played only in those orientations, by asking the users to rotate their devices. Thus, you don't need to implement any orientation lock logic.
  • When playing on some devices like tablets for example, double tapping, or pressing and holding can show the magnification tool, or it can select the entire game and show a contextual menu. To prevent frustration, this CSS should be added to the body of your game:

    -webkit-user-select: none;
    -moz-user-select: none;
    -ms-user-select: none;
    user-select: none;
    

SDK Integration

Full Implementation

For the best user experience and to be able to untap all value from the CrazyGames platform, integrating the SDK is important. Refer to the appropriate game engine in the side menu.

  • Mandatory:
    • Gameplay start/stop events: allow us to measure and report on gameplay behaviour. The first event also serves to measure initial download size.
  • Recommended:
    • Load start/stop events: allow us to measure and report on in-game loading times and fail rates
    • Ads module for monetization - see Advertisement
    • Data module for saving user game progression - see Progress Save
    • User module for account integration and using username/avatar - see Account Integration

Sitelock & Whitelisting

Basic Implementation

To avoid that your game files are stolen, you might implement a sitelock in your game. Read more about in the SDK docs of your game engine. If you implement a sitelock, you need to take into account that CrazyGames operates on multiple domains. If applicable, make sure to whitelist each of our domains to allow all our users to play.

Read more on our page about Sitelock.