For game developers
The best part of your game. Playable in one tap.
No install. No trailer. One tap to play.
SLYYCE is a feed of Slyyces: playable moments from indie games. Players scroll, tap Play, and are inside your game in seconds.
You choose the moment that sells your game — a level, boss fight or run — and we put it in front of players looking for something new.
The demo runs four games in the real card-to-play flow: Freedoom on the Doom engine, two open-source indie games and a prototype by the SLYYCE team. No account needed; likes, follows and comments stay on your device. Game credits · Here to play, not to make? The player side
How it works
From your build to a player’s thumb, in three steps.
- 1
You pick the Slyyce
A few minutes that show what your game feels like: a level, a boss fight, one run. Nobody knows that part better than you.
- 2
It goes into the feed
Upload it as a web build. After review it becomes a card in the feed, with your art, your words and a link to your full game.
- 3
Players play, then talk back
One tap starts it. From there they can like it, comment, follow you, send it to a friend or head to your store page.
Why it works
Marketing to people who came to play.
Everyone on SLYYCE is here to play games. You aren’t renting attention from a social network that guesses who might be a gamer: every person who meets your Slyyce is one, and people who go looking for new games are the people who buy them.
What rises in the feed is decided by what players do with a game (play it, like it, talk about it), not by who spends the most. Our recommendations are built to put each game in front of the players most likely to love it and, in the end, buy it.
Played, not watched
Players judge your game by actually playing it — not watching a trailer.
No ad budget required
You don’t bid for placement, and there is nothing to boost. A two-person studio’s card looks like everyone else’s.
Your store, one tap from play
Your store link sits on the card and in the in-game menu. Your profile lists your full games, plus your Steam, Discord, X and site.
Numbers you can act on
Impressions, taps, plays and average engaged time for each Slyyce, over 7, 30 or 90 days. Add your own checkpoints and events to see where players stop.



Screens are from the current build, shown with sample data: the names, comments and numbers are examples.
Getting on
What it takes, and what to expect.
What we need from you
- A web build
HTML5 in a ZIP, up to 50 MB, with index.html at the root. On Unity or Godot? Send us your web export and we’ll get it running with you.
- Self-contained
Bundle your scripts, fonts and assets. A Slyyce runs in a sandbox with no outside network access, which is what keeps players safe.
- Two choices
Orientation (portrait, landscape or either) and controls: touch, tap only, an on-screen pad mapped to your keys, or mouse and keyboard.
- Extras
Optional: cover image, looping gameplay clip, tags, a link to your full game. No SDK needed; an optional API adds scores and custom events.
What happens next
Every upload is scanned, then reviewed by a person, before it reaches the feed. We review as quickly as we can and show you where your build stands. If it needs changes, you get written feedback.
Updates are new versions of the same Slyyce. Each one is reviewed before it goes live.
These specs are a starting point, not a verdict. They will change as we learn what your games need. If your Slyyce doesn’t fit, or something here gets in your way, tell us: that is the feedback we’re asking for.
Straight talk
- Mobile-first. Games built around a mouse, dense menus or long sessions may not be ideal Slyyces.
- Web build required for instant play. Games that cannot currently run on the web can wait for the planned desktop app.
- Ship a Slyyce, not your whole game. Browser code can be inspected, so keep sensitive code and secrets out of the build.
- We’re early. SLYYCE is currently invite-only and starting with a small adult audience in the US and EU.
- Listing a Slyyce costs nothing today. Right now our job is simple: get your game in front of players.
The first Slyyces
Send us one Slyyce.
We’re opening with a small group of developers who want in early. Founding Slyyces go live first, and their makers shape the specs with us.
Or send us any questions, worries or feedback you have. A build can come later.
- Discord
- discord.gg/H6yGV568Su
Questions
The practical bits.
Is this the full SLYYCE app?
No. SLYYCE itself is invite-only for now. This page shows the card-to-play flow with four demo games (Freedoom on the Doom engine, two open-source indie games and a prototype by our team), and the product screenshots use sample data.
What exactly do I upload?
A ZIP of your web build (up to 50 MB, index.html at the root) and your choice of orientation and controls. Cover art, a gameplay clip, tags and a store link are optional; What it takes has the details.
Do I need a particular engine, or an SDK?
Neither. Any self-contained web build that meets the upload requirements works. The API is optional: use it if you want scores or custom events. On Unity or Godot, we’ll help you get your web export running.
How long does review take?
As little as we can make it, and you can see where your upload stands while you wait.
What if my game cannot run on the web?
It can wait for the planned desktop app. Instant play in the feed needs a build that runs in the browser.
What does listing a Slyyce cost?
Listing a Slyyce costs nothing today.
Send us one Slyyce