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WGPlayground
ForDevelopers
Submit your game
Approval in under 48 hours

Build the game. Keep the upside.

You build the game and add our SDK. We handle the ads, the dashboard, the review, and the payouts. Approved games go live on wgplayground.com - the strongest land featured spots and get picked up across our publisher network.

Join 2,900+ games on the network Industry-leading revenue share Unity, Construct, JavaScript
Dashboard Studio Pixel earning
This month
$3,847 +18%
Total plays
412K +24%
Embeds
87 +5
Revenue · 30 days $3,847.20
Loop Ghost
Top-earning game
$1,842 This month
Featured on home Loop Ghost · Editor's Pick

From SDK to live game in 4 steps.

You build it and integrate the SDK. We review, approve, and host. Most submissions go live within 48 hours of upload.

01

Integrate the SDK

Drop in the addon for your engine, wire 2-3 game events to ad triggers. The docs walk through every one.

~15 min
02

Upload to dashboard

Drag your built game folder, fill in title, description, category, thumbnails. Four steps, one checklist.

~10 min
03

We review & approve

A human checks the game runs cleanly, follows content policy, and SDK is wired correctly. Usually under 48 hours.

< 48 hr
04

Listed and earning

Your game goes live on wgplayground.com. Strong games get featured spots and picked up by publishers in our network. Real-time analytics in your dashboard, payouts processed monthly.

Live in 48 hr

One SDK. Every engine you actually use.

Pick your engine - get a tailored install guide, the exact integration code, and a demo project. Most devs ship their first ad in under 15 minutes.

Unity SDK v3

Drop the WGSDK prefab into your scene, bind game events to ad triggers, ship. The SDK handles pause/resume, ad gating, and reward callbacks automatically.

Setup:~10 minutes
Size:2.1 MB
Includes:Demo scene + scripts
MyGame.cs
using System;
using System.Runtime.InteropServices;
using System.Collections;
using System.Collections.Generic;
using System.Text;
using UnityEngine;
using UnityEngine.Events;

public class MyGame : MonoBehaviour {

    //set the WeeGooAds refference
    public WeeGooAdManager WeegooSDK;

    public void GameOver(){
        //Call the appropriate game event
        WeegooSDK.GAME_OVER();
    }
}

Construct 3 SDK

Install the .c3addon via Addon Manager, drop the WeeGooSDK object into your project, then wire game events to actions. No code - works entirely in the event sheet.

Setup:~5 minutes
Format:.c3addon · drag & drop
Demo:.c3p project included
index.html · <head>
<!-- WGPlayer Universal Tag - paste in <head> of your exported index.html -->
<script type="text/javascript" async>
!function(e,t){a=e.createElement("script"),m=e.getElementsByTagName("script")[0],a.async=1,a.src=t,m.parentNode.insertBefore(a,m)}(document,"https://universal.wgplayer.com/tag/?lh="+window.location.hostname+"&wp="+window.location.pathname+"&ws="+window.location.search);
</script>

Construct 2 SDK

Copy the SDK folder into exporters\html5\plugins, then add WeeGoo SDK from the Monetisation category. Same event-sheet workflow as C3.

Setup:~7 minutes
Format:.zip · manual install
Demo:.capx project included
index.html · <head>
<!-- WGPlayer Universal Tag - paste in <head> of your exported index.html -->
<script type="text/javascript" async>
!function(e,t){a=e.createElement("script"),m=e.getElementsByTagName("script")[0],a.async=1,a.src=t,m.parentNode.insertBefore(a,m)}(document,"https://universal.wgplayer.com/tag/?lh="+window.location.hostname+"&wp="+window.location.pathname+"&ws="+window.location.search);
</script>

JavaScript / HTML5

Works with Phaser, PixiJS, Three.js, or vanilla canvas. Add the universal tag, then call refetchAd() at natural pause points.

Setup:~3 minutes
Size:~8 KB gzipped
No build step
index.html
// 1. Drop the WGPlayer Universal Tag in <head>
<script type="text/javascript" async>
!function(e,t){a=e.createElement("script"),m=e.getElementsByTagName("script")[0],a.async=1,a.src=t,m.parentNode.insertBefore(a,m)}(document,"https://universal.wgplayer.com/tag/?lh="+window.location.hostname+"&wp="+window.location.pathname+"&ws="+window.location.search);
</script>

// 2. Show a midroll at a natural pause point (pass a function reference,
//    NOT a string - it fires when the ad closes to resume your game).
function onLevelComplete() {
  game.pause();
  audio.mute();
  window[window.preroll.config.loaderObjectName].refetchAd(resumeGame);
}

No surprises. No exclusivity. No fine print.

The math is simple and the terms are short. Here's exactly how it works.

Earn more from your games

Drive players to your game's page on WGPlayground.com and earn up to 80% of net revenue.

  • Additional earnings from publisher network distribution
  • Reach players across the web through our publishing partners
  • Real-time revenue tracking

Monthly payouts

We pay out every month once your balance crosses €100. Below that, your earnings roll over to the next cycle automatically - nothing is ever forfeited.

  • €100 payout threshold
  • Automatic rollover, no expiration
  • Live revenue tracking in your dashboard

Paid in your currency

Payouts go directly to your bank account - domestic transfer if you're EU/IBAN-based, international wire for everyone else. Pick the currency that suits you; we convert at interbank rates with no markup.

Bank transfer SEPA · IBAN EUR USD GBP + more

The honest answers.

How much do I earn?
Games played directly on WGPlayground.com are eligible for up to 80% of net revenue. We encourage developers to promote their WGPlayground game pages to maximize their earnings. Beyond your own traffic, your game can also generate additional revenue through distribution across the WGPlayground publisher network, helping you reach more players and earn from a wider audience. For full revenue-sharing terms, see our terms & conditions.
Do I have to give you exclusivity?
No. Never. You can publish the same game on CrazyGames, Poki, itch.io, your own site, anywhere. Some optional bonuses are exclusivity-gated (editor's pick boost, featured carousel), but the base revenue share has no exclusivity strings.
What kinds of ads do you serve?
Three types, all opt-in per game: midrolls (between levels, paused gameplay), rewarded ads (player chooses, gets in-game reward), and banner/display (around the game frame on the host site, no impact on gameplay). Our SDK gates frequency automatically so you don't accidentally show ads every 30 seconds.
What's the content policy?
We accept all genres including mild violence, mild horror, and dating sims. We reject: explicit sexual content, real-world gambling, hate speech, content directly targeting children under 13 with monetization, and games that infringe IP (no unofficial Mario, Pokémon, etc). Full policy is one short page - readable in 5 minutes.
Do you handle GDPR / CCPA / COPPA for me?
Yes. Consent collection, TCF v2.2, US Privacy Strings, and a COPPA-safe mode (non-personalized ads, no tracking) are all handled by the SDK. You don't have to write a single line of consent code - just flip data-tfua="1" for kids' games.
How do plays get distributed across sites?
Your game goes into the embed catalog accessible to all our partner sites (1,260+ as of May 2026). Publishers pick what to feature. Editor's picks, trending placement on wgplayground.com, and category newsletters drive the bulk of early traffic. Strong-performing games get pushed into the Surprise Me reels and curated carousels.
Can I take my game down?
Anytime, from the dashboard. We mark the game as withdrawn - the embed stops serving across all sites that ran it, and a notice goes out so publishers can swap in a replacement. Earnings up to the removal date are still paid on the next cycle.
Will you help me promote my game?
For verified developers: yes. We have a featured-developer rotation (weekly), category newsletter inclusion, and dedicated A/B testing for thumbnails and titles in your dashboard. The biggest performance lever is often the thumbnail - we'll auto-test up to 4 variants for you.

Ready to ship?

Setup takes an afternoon. Approval takes two days. After that, every play earns. The best time to submit was yesterday.