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Developer experiences with CrazyGames
8 public accounts from developers, grouped by theme, with positive and negative experiences side by side.
Each entry is one developer's public account, summarized neutrally with a short quote and a link to the original. We have not verified these claims; experiences vary and terms change. Spot an error or have a story? Tell us.
Approval & rejection
@PlotnikovDev (X) · 2026-10-15 · original
A first-time developer submitted two games. One was approved first time; the other was rejected and is being polished for a second try.
“approved on the first try … rejected, polishing it for round 2”
One developer's account.
@GameDevUsama (X) · 2026-09-29 · original
Had three different games rejected, used the feedback each time, and got a fourth approved.
“After 3 rejections, I finally got one through”
One developer's account.
@guidedetective (X) · 2026-10-14 · original
A game was rejected twice, so the developer published it on another site instead.
“CrazyGames rejected Spice Shot twice”
One developer's account.
Timelines & traffic
@SouravMaji221 (X) · 2026-10-09 · original
A game approved for Basic Launch got 243 plays and 18k impressions in its first 2 days. The developer asked whether that was normal.
“243 plays and 18k impression within 2 days”
One developer's account.
r/gamedev post (Chaos Arena) · date not shown · original
A solo developer spent months tuning the game and making changes the QA team asked for. After Full Release it got almost no impressions at first. Later it got 10k+ players in one day, which he thinks was a feature the QA team had promised. Afterwards it settled at about 200–300 daily returning users.
“10k+ players had played my game yesterday”
One developer's account.
r/gamedev post (incremental roguelite) · 2026 (submitted May 5) · original
Submitted on May 5 and accepted on May 19 after a 2-week limited trial, then fully released on May 27. Six weeks later the developer reported about €31/day, or about $12.9k annualized, after three earlier games flopped. They credit a novel core mechanic.
“currently earning 12.9k USD in annualized revenue”
One developer's account.
Earnings
r/gamedev comment (Age of Steam Tower Defence) · date not shown · original
A tower defence game with front-page placement did 36,477 plays a month, with an average session of 19:24, and earned about $37 a month.
“that translated to about $37 in revenue per month”
One developer's account.
SDK & technical
@froessell (X) · 2026-10-14/15 · original · follow-up
Submitted a Three.js arena shooter (Bolt Pit) built with AI coding tools. Before it could go live he had to turn a server-rendered app into a static build and cut it from 20.5 MB to 12.4 MB. It went live in Basic Launch the next day and had earned nothing because ads are off in Basic Launch.
“It has earned $0 so far, because CrazyGames keeps ads off during the Basic Launch”
One developer's account.
What this means for you
Expect no ad revenue until Full Launch, and plan for a 7–21 day Basic Launch. Rejections are common for first submissions, but resubmitting after real changes works for some developers. Reported earnings vary enormously, so retention and novelty matter more than raw plays.
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