Every portal says it promotes games. Very few will tell you what that consists of, which makes it impossible to judge whether it is worth anything. So here is the full list of what we can do for a game, with a fair assessment of each — including where the effect is smaller than it sounds.


Homepage and category featuring

What it is. Our homepage grid is not sorted by upload date. It is ordered by a scoring algorithm that weighs popularity, how well a game holds attention, how recently it arrived, and how often people click it from where it sits. Featuring places your game above that ordering, on the homepage and in every category it belongs to.

What it is worth. This is the biggest immediate lever we have. It is also the most temporary — traffic returns to the algorithmic baseline once featuring ends, and the baseline is set by whether people actually enjoyed the game.

The honest caveat. Featuring amplifies whatever the game already is. If it holds attention, the boost compounds because the algorithm then keeps it high on its own merits. If it does not, featuring buys a spike and nothing after it. We will tell you which we expect after playing it.


A TikTok short, produced by us

What it is. We cut a vertical video from the most watchable thirty seconds of your game and publish it on our channels. You get the file to use anywhere you like.

What it is worth. Short video is the only channel here where a game can reach people who were not already looking for a game. Everything else on this page reaches an audience that is already on a games site. That makes it the most interesting option and the least predictable one.

The honest caveat. Short-form video is a lottery with good odds, not a guaranteed return. Some games are simply more watchable than they are playable, and some excellent games have nothing in them that reads in thirty seconds without sound. Puzzle games and slow builders are genuinely hard to cut. We will say so rather than take the work and produce something flat.


A dedicated article, in three languages

What it is. A full editorial piece about your game on our blog, written in English, French and Spanish, and linked from the category guides that already rank.

What it is worth. This is the slowest option and the one with the longest tail. An article does very little in week one and keeps working in month six, because it accumulates search positions rather than spending a burst of attention. For a game with a reasonably searched name or a recognisable genre, it is the best long-term value on this list.

The honest caveat. It is editorial, not advertising. We write it and it reflects what we think. If your game has a flaw that a player would hit in the first ten minutes, the article will mention it — that is precisely what makes readers trust the rest of the piece, and what makes the page rank at all.


The internal linking mesh

What it is. Every game page on the site recommends others, scored by real relevance — shared genre, shared audience, and which games people actually play in the same session. Your game enters that graph when it is published.

What it is worth. This is the quietest thing on the list and, cumulatively, one of the most valuable. It costs nothing, applies automatically, and delivers players who are already enjoying something adjacent to your game — which is a far warmer arrival than a homepage click.

The honest caveat. It is slow and it is not a lever we can pull harder for you. Its strength depends on how many neighbours your game genuinely has. A game in a crowded genre gets a lot of inbound links; something genuinely novel gets fewer, because there is nothing adjacent to link from.


The part nobody else gives you: the numbers

We measure every session on the portal, and we will show you what we see for your game: how many people opened it, how it holds attention compared with its category, and how the promotion actually moved those numbers.

We mention this last because it is the thing developers say they miss most. Publishing on a portal usually means watching a number appear in a dashboard with no context — no way to know whether 300 plays is good for that genre, or whether the drop-off is yours or the format's.

This also means we will sometimes come back and tell you a promotion did not work. That is uncomfortable to write into a sales page, but the alternative is you paying twice for something that did not land the first time.


Which of these you actually want

  • You have a launch date to hit: featuring, timed to it.
  • You want reach beyond people already browsing games: the TikTok short.
  • Your game has a searchable name or a clear genre: the article. It compounds.
  • You want steady plays with no ongoing spend: get published and let the mesh work.
  • You are still deciding whether the game is finished: none of the above — publish it, get the data, then promote what the numbers say is ready.

If you tell us the goal rather than the option you think you need, we will point at the right one. Occasionally that means telling you to fix the first two minutes of the game before spending anything on promotion, which is advice nobody enjoys giving or receiving, and which is usually right.

Frequently asked questions

Which promotion gives the biggest immediate spike?

Homepage featuring, without question. It is also the one whose effect fades fastest once it ends. If you need numbers on a specific launch date, that is the lever. If you need sustained plays, the article and the linking mesh do more over a quarter.

Do I get the TikTok video file?

Yes. We publish it on our channels and send you the file to reuse on your own accounts, in your store listing, or anywhere else. It is your game — you should not have to ask us for permission to show it.

Is the article a press release?

No. We write it, in our voice, and it says what we actually think — including any criticism. A piece that only says nice things does not get read or ranked, which would make it worthless to both of us.

Can I buy featuring without publishing the game with you?

No. Everything here is built around a game page on our site, so the game has to be in the catalogue first. Listing itself costs nothing.

How do you decide what to charge?

It depends on which options you want and the scale of your studio — a solo developer with a first jam game and a funded studio do not get the same quote. Tell us your situation in the first message and we will be specific rather than vague.