CrazyGames Basic Launch vs Full Launch: what each stage requires

What CrazyGames asks for in Basic Launch and Full Launch: SDK rules, ads, file limits, the 7-21 day test window, how games advance and when revenue starts.

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CrazyGames publishes every new game in two stages. Basic Launch puts an unmodified build in front of a limited audience to measure engagement. Full Launch is the global release, and it is the only stage where ads run and revenue is shared. This page lays out what each stage requires, as published in the CrazyGames docs and Developer Terms on 2026-10-01. For the portal’s other numbers, see the CrazyGames portal page.

The two stages at a glance

Basic Launch Full Launch
Audience Limited audience, temporary (intro) Global release (intro)
QA Basic QA review (intro) Full QA review of the updated build (FAQ)
SDK Optional; if present, gameplay start is required (technical) Required, full integration (technical)
Ads CrazyGames monetization disabled; no external ads (requirements) Ads only through the SDK, following the ad rules (ads)
Revenue None (ads) Monthly compensation if the terms’ conditions are met (Terms 5.3-5.4)

The requirement pages tag each rule as “Basic Implementation” or “Full Implementation”. A full implementation includes all basic requirements as well (requirements intro).

How long Basic Launch lasts

The docs give a window of 7 to 21 days. Basic Launch closes only when two conditions are both met, at least 7 days live and at least 500 plays, so a game that reaches 500 plays on day two still runs the full week. A game that never reaches 500 plays leaves Basic Launch automatically after 21 days (launch process).

During that window the developer dashboard updates daily, with Day 1 retention appearing a day later than the other metrics. Updates to a Basic Launch game are approved automatically and can be pushed at any time (Basic Launch metrics); the FAQ says game and art updates in this stage go live instantly (FAQ).

The Developer Terms define Basic Launch as an initial limited public release to test user metrics, and a game stays in it until it is upgraded to Full Launch or removed (Terms, definitions).

What Basic Launch requires

Basic Launch is meant to work without CrazyGames-specific changes, but the basic requirements still apply:

  • Size and files. Initial download of 50 MB or less, total size of 250 MB or less (50 MB if the SDK is not integrated), and no more than 1,500 files. Use relative paths only (technical).
  • Browsers and devices. Chrome and Edge must work; games that fail on Safari or on a 4 GB RAM Chromebook get disabled on those platforms (technical).
  • Gameplay and content. Basic visual QA checks and PEGI 12 content (requirements intro), plus the rules on the gameplay page, such as English language support.
  • Ads. No external ads of any kind (requirements intro).
  • Accounts. A game with its own back-end must let everyone play as a guest by default and turn off outside login options such as Facebook, Google or email (account integration).
  • Submission assets. A description, controls, cover images and videos are part of every submission (requirements intro). See thumbnails and metadata for the sizes.

Payment onboarding in the Developer Portal must be finished before any submission, even though Basic Launch pays nothing; you can choose to hold payments (payouts).

If you ship the SDK during Basic Launch

The SDK is optional in this stage. If you include it, CrazyGames requires a gameplay start event from the Game module when the player reaches a playable state, because that event is how it measures initial download size (technical).

Ads stay disabled in Basic Launch even when the ad calls are integrated. The ad requirements add that QA checks the game still runs with ads off: it must not freeze between levels, and rewarded-ad buttons that do nothing get the game rejected (ads). The docs do not say which callback a disabled request returns. They do say an unfilled request returns adError (ads), so continue the game on both adFinished and adError:

await window.CrazyGames.SDK.init();
const sdk = window.CrazyGames.SDK;

function enterGameplay() {
  // Call on the first playable frame and on every resume. The first call
  // ends the initial-download measurement.
  sdk.game.gameplayStart();
}

function betweenLevels(next) {
  sdk.game.gameplayStop();                      // every break: level end, menu, pause
  sdk.ad.requestAd('midgame', {
    adStarted: () => muteAudio(),               // mute only once an ad actually plays
    adFinished: () => { unmuteAudio(); next(); },
    adError: () => { unmuteAudio(); next(); },  // unfilled, blocked or disabled: keep going
  });
}

The method names and callback keys come from the video ads page, and the start/stop timing from the Game module page; next() should call enterGameplay() again. The simplest way to meet the rewarded-button rule is to leave rewarded-ad buttons out of the Basic Launch build. A full Phaser walkthrough is in CrazyGames SDK v3 with Phaser.

What moves a game to Full Launch

Progress depends on average playtime, conversion to gameplay and retention, benchmarked against other games on the platform (launch process). The Basic Launch guide defines conversion as the share of players who keep playing for at least one minute after starting (Basic Launch metrics). That guide describes what strong titles often reach; it does not publish a pass mark.

At the end of the window there are three published outcomes (launch process):

  1. All metrics meet or beat the benchmarks: you are invited to build the Full Implementation and submit it for Full Launch.
  2. Some metrics meet them: you may be invited to improve the game and request another Basic Launch period.
  3. Most fall below: the game cannot proceed, and a resubmission must be a new game with significant improvements.

The terms state that CrazyGames alone decides whether a game moves on, based on editorial, quality or performance criteria (Terms, definitions and 9.1).

Two kinds of games can skip Basic Launch: multiplayer games that need a larger audience, and games already published elsewhere that the team specifically invites (launch process). A multiplayer game that skips it must meet the Full Launch integration requirements from the start (multiplayer).

What Full Launch requires

Full Launch adds these on top of the basic rules:

  • SDK. Gameplay start and stop events, the Data module for saving progress where it applies, and the User module for account integration where it applies. Loading start and stop events are optional (technical).
  • Ads. Only ads requested through the CrazyGames SDK, placed at natural breaks, never chained, with the game paused and muted while an ad plays (ads). Players with ad blockers must still be able to play normally (ads).
  • Gameplay. New users land directly in gameplay, or after one click at most (gameplay), and the build passes the full visual QA check (requirements intro).
  • Accounts and multiplayer. Where applicable, progress linked to the CrazyGames account, its username and avatar, automatic login, and the multiplayer features listed on the requirements intro.

While you integrate, the Basic version stays available to its original limited audience (launch process).

Revenue only in Full Launch

Compensation under the Developer Terms (5.3) requires a game released in Full Launch that has no branding from another browser game portal, integrates and keeps up with the CrazyGames SDK, shows no ads outside the SDK, and is original enough to stand apart from existing games. Section 5.4 bases the monthly amount on how many users reach the game and on ad performance and advertiser interest; no percentage is published (Terms). Payout mechanics and the published conflict on payment timing are covered in portal payouts compared, and the optional two-month exclusivity bonus in portal exclusivity terms compared.

The contract clock starts at the first release in either stage and runs for one year from the Full Launch release. If a Basic Launch game is not allowed to upgrade, the term ends early when CrazyGames removes it or terminates in writing (Terms 9.1).

What to check before you submit

  • Initial download, total size and file count are within the technical limits; see keeping web game builds small.
  • No ad code other than the CrazyGames SDK, in either stage.
  • If the SDK is in the Basic Launch build: gameplayStart fires on the first playable frame, the game continues when an ad request fails, and no rewarded button sits there doing nothing.
  • External logins are off and guest play works.
  • Payment onboarding in the Developer Portal is done.
  • For the Full Launch build: gameplay start and stop, Data and User modules where they apply, ad pause and mute, ad-blocker play, one click or less to gameplay.

What is not published

CrazyGames does not publish the benchmark values that decide progression, the size of the Basic Launch audience, the share of revenue paid to developers, or how long the Full Launch QA review takes. The Basic Launch guide’s “successful titles often see” figures describe typical results, not thresholds. Treat any number for those as unknown until CrazyGames states it.

Questions

Can I earn money from a CrazyGames game during Basic Launch?
No. CrazyGames disables video ads, banners and in-game purchases in Basic Launch, and its terms tie compensation to a game released in Full Launch that integrates the SDK.
How long does Basic Launch last on CrazyGames?
It ends once the game has been live at least 7 days and reached at least 500 plays. If it has not reached 500 plays, it ends automatically after 21 days.
Do I need the CrazyGames SDK to submit?
Not for Basic Launch, where it is optional. If you do include it, you must fire the gameplay start event. Full Launch requires the full SDK integration.

Sources

  1. Introduction: launching on CrazyGames (CrazyGames docs)docs.crazygames.com, accessed
  2. Requirements introduction (CrazyGames docs)docs.crazygames.com, accessed
  3. Technical requirements (CrazyGames docs)docs.crazygames.com, accessed
  4. Advertisement requirements (CrazyGames docs)docs.crazygames.com, accessed
  5. Gameplay requirements (CrazyGames docs)docs.crazygames.com, accessed
  6. Account integration requirements (CrazyGames docs)docs.crazygames.com, accessed
  7. Multiplayer requirements (CrazyGames docs)docs.crazygames.com, accessed
  8. Basic Launch: the metrics that matter (CrazyGames docs)docs.crazygames.com, accessed
  9. Game module (CrazyGames SDK docs)docs.crazygames.com, accessed
  10. Video ads (CrazyGames SDK docs)docs.crazygames.com, accessed
  11. Frequently asked questions (CrazyGames docs)docs.crazygames.com, accessed
  12. Payouts (CrazyGames docs)docs.crazygames.com, accessed
  13. Developer Terms and Conditions, version 2025-08-18 (CrazyGames, PDF)files.crazygames.com, accessed