Publish your game on Lumarcade. Keep half the ad revenue.

Upload an HTML5, Phaser, Three.js, Godot or Unity WebGL build, pass a quick review, and reach players on web and mobile. You earn 50% of the ad revenue your game generates, plus a share of Lumarcade Pass revenue based on how long subscribers play it.

50%
of ad revenue from your games
Pool
half of net Pass revenue, shared by subscriber playtime
$50
minimum payout, paid monthly

From build to payout

  1. Apply

    Create an account and apply as a developer with your studio name and payout details.

  2. Upload

    Upload your build folder (up to 250 MB, 25 MB per file) or link an https URL you host. Unity Brotli builds are served with the right headers.

  3. Review

    We check content, age rating, performance and asset rights. Most reviews finish within a few working days.

  4. Earn

    Watch plays, playtime and ad impressions in your dashboard. Each month is settled to the revenue ledger and paid out above $50.

The Lumarcade SDK

One small script gives your game ads, saves, the shared inventory and playtime tracking. Your game runs in a sandboxed frame and never touches player accounts directly.

<script src="https://lumarcade.cc/sdk/v1/lumarcade-sdk.js"></script>
<script>
  Lumarcade.init({ gameId: 'your-game' }).then((info) => {
    // info.user.isSubscriber, info.inventory, info.equipped
    startGame();
  });

  Lumarcade.gameplayStart();                 // when a level starts
  Lumarcade.gameplayStop();                  // pause, menus, game over
  await Lumarcade.ads.showInterstitial();    // between levels (skipped for Pass players)
  const r = await Lumarcade.ads.showRewarded(); // r.rewarded === true → give the reward
  await Lumarcade.save.set('progress', { level: 12 });
  const skin = Lumarcade.inventory.equipped('car_skin'); // e.g. 'car_skin_inferno'
  Lumarcade.levelComplete(12, 4200);
</script>

Unity WebGL

Download the bridge: Lumarcade.jslib (put it in Assets/Plugins/WebGL/) and Lumarcade.cs (attach it to a GameObject named Lumarcade). Add the SDK script to your WebGL template. Disable "Data Caching" in Player Settings (games run in a sandboxed frame without storage) and choose Brotli or Gzip compression; upload the files as built.

Rules that keep players safe

  • No outside ad networks, trackers or analytics inside your game: use the SDK.
  • Only assets you own or that carry a commercial-use license (CC0, CC-BY, MIT, OFL and similar). No "non-commercial" assets.
  • Kids games: no external links, no chat, no data collection, rated 7+ or younger.
  • No gambling mechanics or loot boxes.

Full details are in the Developer terms.