GameRush

A short-game feed

No followers. First game ever. It still reaches players.

The feed is not ordered by popularity or name recognition alone. A game nobody has played yet still appears in the feed, and right after you publish, it goes out first to the people who have not seen it.

  • Built so a brand-new game gets played
  • Shown first to people who have not seen it
  • Free to list, and the rights stay 100% yours
Three games being played in the GameRush feed, side by side on phone screens.

Why the game you made does not get buried on GameRush

  • An equal shot, whatever your numbers

    Much of what the feed picks is not decided by past performance alone — not by likes, not by playtime. A brand-new game with zero reactions reaches players' screens on exactly the same footing as the popular ones.

  • A slot reserved for games nobody has played yet

    The ranking keeps a dedicated slot for games with little play history. The newer and less known your upload is, the more readily it gets picked from that slot and shown in someone's feed.

  • Reach players on day one

    A game you just published is prioritized in the feed of players who have not seen it yet. It is designed to spare you the sting of posting something and watching day one end with nobody playing it.

Publish in four easy steps

Sign in, upload the build you exported — that is the whole job. Once our team has checked it, it goes straight into the feed. A mini-game that ends in a minute or a rough prototype is absolutely fine. Go get it played.

  1. Create an account

    Sign in and you can submit right away — anyone can. Authenticate with a Google, Discord or X account, or with a one-time link sent to your email, so there is no password to set up.

  2. Upload your build

    All you need is the build you exported and a title. Drag and drop the whole folder into Studio or upload a zip, and the engine you used is detected from the contents. A description and a thumbnail are optional, and visibility is yours to choose: public, unlisted or private.

    The build section of the GameRush Studio upload screen, with radio buttons to choose between Unity (WebGL), Godot 4 and Phaser (Web), and file pickers for a folder or a zip.
  3. We check it by hand

    As a rule, every submission is checked one by one, by hand, by the GameRush team. It is not a verdict on how fun the game is; it is there to confirm that players can play it safely. Your game stays private until it is approved. Games from some creators we have designated as verified creators skip this check and go live directly.

  4. Live in the feed

    Once approved, your game starts going out in the feed. Right after publishing it is shown first to players who have not seen it, and you can watch the plays and reactions land in real time in Studio's analytics.

    Three games being played in the GameRush feed, side by side on phone screens.

Supported engines

Right now we accept web builds exported from the three engines below, plus any static site with an index.html (Web). You pick one of the four in Studio as you upload.

  • Unity (WebGL)

    Just upload the four required files from the Build folder (.loader.js / .framework.js / .wasm / .data) and you are done — index.html is not needed. GameRush generates the player UI for you, with a loading bar and prefetching built in. Brotli compression is recommended.

  • Godot 4

    Rename the exported HTML file to index.html and place it at the root — this is the step people forget most often. Keep the .pck / .wasm / .js files under the names the export gave them, side by side in the same folder, and be sure to switch Use Threads off in your export settings (a build with threads enabled cannot run the way games are served on the web).

  • Phaser (Web)

    Put index.html at the root and reference every asset with a relative path (with Vite, set base to "./"). Ship Phaser itself inside the zip or bundle it; loading scripts from an external CDN is not supported.

  • Web (HTML5)

    Made your game with another tool? Upload it as an HTML5 bundle with index.html at the root. We use your index.html as-is, so reference assets with relative paths. Each HTML file can be up to 512KB, and the GameRush loading bar is not shown. For a Unity build, pick Unity instead.

HTML5 exports from other tools (for example GDevelop, Construct 3 or RPG Maker) may be uploadable under Web (HTML5). We have not tested each tool yet, though, so we cannot promise an export will run as-is, and some file types may not be accepted.

Upload requirements

Build size
Up to 50 MB
File count
Up to 2,000 files
Thumbnail
Optional, up to 1 MB (PNG / JPG / WebP / GIF). Set a GIF or animated WebP and it plays automatically as a moving thumbnail in the feed. In addition to the main square thumbnail, you can set a 16:9 image for the wide cards on Home and the feed on landscape screens, and a 9:16 image for the feed on portrait screens (PNG / JPG / WebP / GIF), which are shown there instead. A GIF or animated WebP moves there too.
Visibility
Public (listed in the feed) / unlisted (only people who know the URL) / private (you and your collaborators)

See how it landed, in live numbers and comments

Studio's analytics screen turns each game's response into data you can read. Likes, comments and the rest are there at a glance, and the players' own words are waiting on the game page.

  • Plays
  • Unique players
  • Total play time
  • Avg. play time
  • Day 1 retention
  • 7-day return
  • Play rate
  • Likes
  • Comments

Plays

10k

15k landings

Play time

179h 18m

Avg. play time

1m 4s

Active games

3

of 3

Daily plays

05001.0k
2026-09-20: 520 plays2026-09-21: 800 plays2026-09-22: 940 plays2026-09-23: 700 plays2026-09-24: 540 plays2026-09-25: 470 plays2026-09-26: 390 plays2026-09-27: 420 plays2026-09-28: 350 plays2026-09-29: 300 plays2026-09-30: 280 plays2026-10-01: 330 plays2026-10-02: 260 plays2026-10-03: 240 plays2026-10-04: 210 plays2026-10-05: 250 plays2026-10-06: 290 plays2026-10-07: 340 plays2026-10-08: 390 plays2026-10-09: 340 plays2026-10-10: 270 plays2026-10-11: 230 plays2026-10-12: 210 plays2026-10-13: 210 plays2026-10-14: 220 plays2026-10-15: 190 plays2026-10-16: 230 plays2026-10-17: 240 plays
9/209/259/3010/510/1010/15
10k valid plays
GamePlaysPlayersDay 1 retention
Sample game A1.2k86024%
Sample game B8.6k5.4k31%
Sample game C3202109%

The chart and table above are illustrations. Publish a game and your own numbers fill in here, in real time.

Switch the window between 24 hours, 7 days, 28 days, 90 days and all time, and read the breakdown of where your players came from on the same screen.

Plays are counted strictly: only sessions of 10 seconds or longer.

The rights to your game are 100% yours

Publishing here never moves the copyright to the platform. The license GameRush asks for is limited to what it takes to distribute and display your game on GameRush, and to promote and introduce the service.

  • The copyright belongs to the author

    Every right in the game you submit is reserved to you, its author. GameRush never acquires or claims ownership of your work.

  • Never used to train AI

    We never use a submitted game as training data for machine learning or generative AI models, and we never hand it to a third party for that purpose.

  • Non-exclusive listing, no strings

    There is no exclusivity clause stopping you from publishing the same game on other sites and platforms at the same time. Nor do we distribute it anywhere outside GameRush without your say-so, or sublicense, transfer or sell it to a third party.

  • Take it down whenever you like

    You can unlist or delete your game at any moment you choose. Deleting it ends the distribution license then and there, and it drops out of the feed immediately (physically clearing copies from backups and the like takes a short grace period).

Frequently asked questions

Does it cost anything to publish a game?
Not a penny. Listing your work is free for creators, and playing is free for players.
What do you look at in the review?
As a rule, our team actually plays every submission and checks it with their own eyes. It is not a panel scoring how fun the game is — we are looking for things like a bug that makes it unplayable or content that is not appropriate, to confirm that players can enjoy it safely. You can always check the result in Studio. If the game's owner has an email address registered on their account, we also email them whether the game is approved or sent back (you can turn this off in Settings). If it is sent back, Studio shows the specific reason to fix, so you can repair it and resubmit as many times as you need. (Unlisted games go through review too, and so does replacing a build. Some creators we have designated as verified creators can publish their own games and replace their builds without review.)
Can I publish something short, or something simply made?
Please do. GameRush is a platform for short games you can enjoy in about a minute. A game jam entry thrown together overnight, a mini-game you built for practice, a prototype of an idea — all completely welcome. You can update the build whenever you like after publishing while you watch how players react, so submit it and see. (As a rule, a replaced build goes through review again.)
My game is built with an engine you do not support. Can I still publish it?
If your tool can export an HTML5 bundle that runs in the browser (with index.html at the root), pick Web (HTML5) and upload it. Unity (WebGL), Godot 4 and Phaser (Web) each have a dedicated import. We have not tested other tools one by one, so we cannot promise that an export will run as-is.
Can I submit a game I already publish on another site?
Of course. Listing here is fully non-exclusive, so there is no need to pause your release on itch.io, unityroom, your own site or anywhere else. One condition: the submission has to come from you, the author, or from a collaborator who holds the rights to make it.

Rather than leave it asleep in a folder, put it in front of players.

The only work left is uploading the build you exported. Listing costs nothing, and you can check the review result in Studio without fuss. Somewhere out there is a player the game you made is going to move.

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