GameRush

For game developers

Ship the build, read the numbers, fix it.

One form in Studio takes the build you exported, and once the game is live you get plays, retention, and play rate per game.

  • One form to upload
  • Web builds from three engines, or any static site
  • Retention included
The upload screen in Studio, with radio buttons to choose between Unity (WebGL), Godot 4 and Phaser (Web), and file pickers for a folder or a zip.

All we need is the build you exported

Registering the game and uploading the build are one submission on one Studio form. Sign in with a Google, Discord, or X account, or with a link sent to your email — there is no password to set.

  • One form, one submission

    Title, description, visibility, engine, and the asset rights confirmation are all on the same screen, and a single submit both registers the game and uploads the build. The description, thumbnail, source URL, and reference resolution are optional.

  • Unpacked in the browser

    Hand over the exported build as a folder or as a zip. The browser unpacks and compresses it on the way up, so there is no server for you to configure.

  • Unity needs four files

    For Unity (WebGL), the four files in the Build folder (.loader.js, .framework.js, .wasm, .data) are enough, and index.html is not required. GameRush generates the player instead, which turns on the loading bar and prefetching.

The “Upload a new game” form in Studio: title, visibility, description, streaming policy, source URL, the Build folder section with the engine picker and file pickers, thumbnail and the rights confirmation, all on one screen, ending in an “Upload build” button.

Supported engines, and what each export needs

Right now we accept web builds exported from these three engines, plus any static site with an index.html (Web). You choose one of the four in Studio; we never infer it from what is inside the zip.

  • Unity (WebGL)

    The four files in the Build folder (.loader.js, .framework.js, .wasm, .data) are enough on their own. Any index.html in the build goes unused, because GameRush generates the player and enables the loading bar and prefetching. Brotli compression is recommended.

  • Godot 4

    Rename the exported .html to index.html and put it at the root; this is the step people miss most often. Keep .pck, .wasm, and .js under the names the export gave them, side by side, and export with Use Threads switched off. A threaded build cannot meet the conditions we serve games under, so it will not run.

  • Phaser (Web)

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

  • Web (HTML5)

    Anything made with another tool can go up 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 go up as Web. We have not tested each tool, 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). GIFs and animated WebPs animate 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. GIFs and animated WebPs animate there too.
Visibility
Public (shown in the feed), unlisted (anyone with the URL), or private (you and your collaborators).

Per-game numbers you can work from

Studio reports play rate and retention for every game you publish. Play rate and average playtime tell you how long players keep playing once they open your game, and Day 1 retention and 7-day return tell you whether players came back.

  • Plays
  • Players
  • Playtime
  • Average playtime
  • Day 1 retention
  • 7-day return
  • Play rate
  • Likes
  • Comments

Plays

24k

38k landings

Play time

393h 28m

Avg. play time

59s

Active games

3

of 3

Daily plays

01.0k2.0k3.0k
2026-09-20: 1180 plays2026-09-21: 1720 plays2026-09-22: 2040 plays2026-09-23: 1560 plays2026-09-24: 1240 plays2026-09-25: 1080 plays2026-09-26: 910 plays2026-09-27: 980 plays2026-09-28: 830 plays2026-09-29: 720 plays2026-09-30: 680 plays2026-10-01: 790 plays2026-10-02: 640 plays2026-10-03: 590 plays2026-10-04: 530 plays2026-10-05: 620 plays2026-10-06: 710 plays2026-10-07: 830 plays2026-10-08: 950 plays2026-10-09: 840 plays2026-10-10: 680 plays2026-10-11: 590 plays2026-10-12: 540 plays2026-10-13: 550 plays2026-10-14: 580 plays2026-10-15: 510 plays2026-10-16: 610 plays2026-10-17: 640 plays
9/209/259/3010/510/1010/15
24k valid plays
GamePlaysPlayersPlay timeAvgPlay rateDay 1 retention7-day returnLikesComments
Sample game A11k7.2k159h 19m54s66%28%14%860138
Sample game B9.2k5.6k206h 23m1m 21s73%35%19%862156
Sample game C4.3k3.2k27h 45m23s47%11%5%13926

Traffic sources breakdown

SourceValid playsLandingsAvg. play time
Feed13k20k53s
Home3.6k6.1k1m 3s
Search2.7k4.2k1m 4s
Profile1.9k3.4k1m 6s
Share link1.4k2.7k1m 18s
Direct link1.2k1.9k59s

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

Five windows are available — 24 hours, 7 days, 28 days, 90 days, and all time — with a breakdown of where your players arrived from on the same screen.

A play is counted only when the session lasted at least 10 seconds; landings are reported separately.

Read the numbers, then replace the build

Daily plays are charted over time, so you can see the response and then replace the build on the same game. As a rule, a replaced build goes through our review once more.

From upload to live

Sign in, upload the build in Studio, and as a rule someone on the GameRush team checks it by hand. Until it is approved the game stays private and only you and your collaborators can play it. The result shows up in Studio and can reach you by email too, and a rejection comes with a reason you can read, fix, and submit again. Unlisted games are reviewed too, and replacing the build sends it back through review. Some creators we have designated as verified creators can publish their own games and replace their builds without review.

The SDK is optional

There is a UPM package for Unity, an addon for Godot 4, and a JavaScript library, with APIs for leaderboards, the public presence of other players, realtime multiplayer, an inbox, trading, sharing, the display language, and launch parameters. Adding it is optional; a game is listed and served without it.

Your rights

  • The copyright in your game stays with you, and GameRush acquires no rights in it.

  • We do not use your game as training data for machine learning or generative AI models, and we do not provide it to third parties for that purpose.

  • Listing is non-exclusive, and we put no limit on publishing the same game on other platforms.

  • You can unlist or delete your game at any time; deleting it ends the license going forward and distribution stops promptly, while clearing copies left in backups and caches takes a reasonable period.

Frequently asked questions

Does listing cost anything?
No. Listing is free, and players pay nothing to play.
My engine is not on your list. Can I still publish?
Yes, if it can export an HTML5 bundle that runs in the browser (with index.html at the root): pick Web (HTML5). 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 an export will run as-is.
Can I list a game I already publish on another site?
Yes. Listing is non-exclusive, so you can keep it published wherever it already is. We only list games uploaded from Studio by the creator, or by a collaborator the creator approved.
What happens in the review?
As a rule, a person on the GameRush team goes through each submission by hand. Until it is approved the game stays private and only you and your collaborators can play it. You can see the result in Studio, and a rejection shows its reason there. 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).

When the build is ready, Studio takes it.

Upload the build and your part is done. Once it is live, Studio is where you look for the next thing to fix.

Open Studio