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Where to Buy HTML5 Games: Six Supplier Types That Look Identical Until Month Four

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Where you buy HTML5 games matters less on signing day than in month four, when a browser change or a policy deadline lands on a build you did not write.

Every supplier looks competent in month one. The demo links work, the thumbnails are bright, the spreadsheet has a thousand rows and a price column. Buyers compare two numbers โ€” cost per title and catalogue size โ€” sign with whoever wins on both, and get a working portal inside a few weeks. That part almost never goes wrong.

The trouble arrives later, and it arrives from outside. On 3 March 2026 Google announced on the Chrome for Developers blog that Chrome moves to a two-week release cycle starting 8 September 2026, beginning with Chrome 153 across Android, iOS, Linux, macOS and Windows. Extended Stable stays at eight weeks for managed enterprise fleets; everyone else gets roughly 26 releases a year instead of 13. On the Android side, Google Play posts policy announcements on a rolling calendar โ€” the 15 July 2026 announcement gave developers at least 30 days to bring apps into compliance, same as the one before it.

Neither of those is negotiable, and neither of them cares who wrote your games. What decides your cost is whether anyone on the supply side is contractually obliged to care. That is the axis the six supplier types actually differ on, and it is invisible on signing day.

๐Ÿ—“๏ธ The Two Numbers Everyone Compares, and the Third One Nobody Asks For

Cost per title and catalogue size are month-one numbers. They tell you what it costs to get live and how many rows you get. Both are easy to compare across suppliers, which is exactly why they dominate the conversation โ€” and why they are a bad basis for choosing a supplier type.

The third number is harder to extract and worth more than both: what does it cost to change something after launch? Not a hypothetical. Four specific events, all of which happen to portals within the first year:

  • A browser release breaks a behaviour that a slice of your catalogue depends on, and you need fixed builds.
  • A commercial partner wants twelve titles reskinned in their colours for a six-week campaign.
  • Someone asks for the same catalogue as an Android app, because a carrier or an OEM only distributes APKs.
  • You want to open a second surface โ€” a white-label instance for a client, a second market, a subscription tier.

Price each of those four against each supplier type and the ranking changes completely. Here is how the six categories actually behave.

๐Ÿงพ Asset and Script Marketplaces: A Licence Written for a Different Business

The general-purpose code marketplaces sell HTML5 games alongside WordPress themes and PHP scripts, at prices that make a catalogue look almost free. The licence is where this comes apart, and it is worth reading rather than assuming.

CodeCanyon's Regular License lets you "create one End Product for yourself or for one client" and "make any number of copies of the single End Product, as long as the End Product is distributed for Free." Free is defined tightly: "No fee is paid by the end user to access the End Product. The End Product is not sold." The Extended License lifts the charging restriction โ€” "You can Sell and make any number of copies of the single End Product" โ€” but keeps the other one: "you can't use the Item to create more than one unique End Product."

Read that against a real portal plan. A subscription games portal is out under Regular entirely, because end users pay. Under Extended you are fine โ€” for one End Product. Launch a second white-label instance for an agency client and that is a second End Product, so you buy every title again. Ship the same catalogue as an APK and, depending on how you construe it, that is arguably another one. None of this is hidden or unfair; the terms are published and clear. They were simply written for someone building one website, not someone running a distribution business across several surfaces.

Good for: a single free-to-play game section on one site, built once and not much touched. Bad for: anything with a second surface, a paid tier, or an APK in its future.

๐Ÿ›’ Self-Serve Game Marketplaces: Fast, and Priced One Title at a Time

Dedicated HTML5 game marketplaces solve the licence problem โ€” these are game licences, sold by people who understand game distribution. What they do not solve is the arithmetic at catalogue scale.

Published rate guidance varies a lot and should be treated as a range, not a price list. The development studio Genieee, in published guidance dated 21 May 2025 on the state of HTML5 game licensing, put non-exclusive HTML5 licences at $200 to $2,000 per title and exclusive licences at $3,000 to $15,000 and up. That is a tenfold spread inside the non-exclusive band alone, driven by genre, build quality and how many platforms the licence covers.

Do the multiplication before you assume per-title buying scales. A 150-title launch at the bottom of that published non-exclusive range is $30,000. At the top of it, $300,000. And per-title buying gives you no leverage at all on the four post-launch events above: each fix, each reskin, each new surface is a fresh negotiation with a different counterparty, or simply not available.

Good for: hand-picking ten to thirty titles you have personally vetted, with no procurement process to run. Bad for: catalogue economics, and anything requiring one point of contact afterwards.

๐ŸŽฎ Single-Title Developers: Genuinely the Best Route, for One Game

This is the concession that makes the rest of this post worth trusting: if you need one game and it matters, buy it from the person who built it.

You get direct access to the developer, you can usually commission changes, and the price is often better than any intermediary can offer because there is no intermediary. For a flagship campaign game, a signature mechanic, or a single title carrying a brand's whole activation, going direct to a small studio is frequently the correct decision and a full-service licensor is the wrong tool.

It stops working on arithmetic. Forty titles from single developers is forty counterparties, forty contracts to review, forty invoices, forty different assumptions about ad callbacks and asset paths, and forty separate people to chase when Chrome ships something awkward. The per-unit cost of coordination is the same whether the deal is worth $500 or $50,000, which is why this route breaks down somewhere around a dozen titles for most teams.

๐Ÿ—๏ธ Building In-House: Correct More Often Than People Admit, and Expensive to Discover Late

Build cost figures published by development agencies disagree enough that no single quote should be treated as planning input. Dotsquares' 2026 game development cost guide places "Indie/Casual Mobile" at "$30k โ€“ $100k". Tekrevol's 2026 mobile game development cost guide, splitting the same territory more finely, gives hyper-casual and arcade at $15,000 to $40,000, puzzle and match-3 at $20,000 to $60,000, and concludes that most mobile games cost $20,000 to $80,000 in 2026. Same year, same category of game, and a floor that differs by a factor of two depending on who is quoting.

What that spread tells you is not a number, it is a decision rule. Build when the game is the product. If the mechanic is your differentiator, if the game is the marketing idea, if you need something nobody else can have โ€” build it, and accept the cost and the calendar. Do not build a catalogue. Take the cheapest figure on the page โ€” $15,000 for a hyper-casual title โ€” multiply by 150, and you have a $2.25 million multi-year programme with permanent maintenance headcount attached, undertaken to obtain something you could have licensed in weeks.

๐Ÿ“ฆ Aggregators and Publishers: A Different Direction of Trade

Aggregators and web-game publishers are frequently mistaken for suppliers, and they are not โ€” the trade runs the other way. They want your traffic and your ad inventory. You get a catalogue with no upfront cost, embedded from their servers, and they take a share of the revenue it generates.

That is a real and reasonable model, and for a site testing whether games work at all it is the cheapest possible experiment. The costs are structural rather than hidden. You do not control the ad stack, so you cannot decide which formats serve or clean the inventory for a brand-sensitive advertiser. You cannot rebrand the games. There is no APK path, because the games run from someone else's domain. And you are renting the audience relationship โ€” if the terms change, your games section changes with them.

Good for: validating demand before committing budget. Bad for: anything you want to own, brand, bill for, or ship as an app.

๐Ÿข Full-Service Licensors: The Category That Is Built for Month Four

The last category is the one defined by what it does after delivery rather than what it hands over. A full-service licensor holds rights across a catalogue directly, licenses it as a catalogue rather than title by title, and expects to still be in the conversation when something changes.

Three properties matter more than the rest. First, one counterparty for the whole set: one contract, one scope, one email address when a browser release breaks something. Second, multiple formats under one conversation โ€” the same catalogue as HTML5 builds and as Android APKs, which is the only way a carrier deal and a web portal can share a supplier. Third, the licensor can actually change the games, because there is development capability behind the catalogue rather than a warehouse of files bought in.

The trade-off is honest and worth stating: this route is not the cheapest way to obtain one game, and if a single title is what you need, the previous sections describe better options. It wins on breadth, on formats, and on everything that happens after launch.

๐Ÿ“‹ The Scorecard: Nine Questions for Any Supplier

Whatever category you end up in, these are the questions that separate a supplier who will still be useful in month four from one who will not. Ask them before the commercials, not after.

  1. Do you hold the rights to these titles directly, or are you reselling someone else's licence?
  2. Does the licence cover one property, or every surface I operate โ€” including a white-label instance for a client?
  3. Can end users be charged? Under what tier?
  4. Are HTML5 and Android builds of the same title available under one agreement?
  5. Is source available for the titles where I need it, and on what terms?
  6. When a browser release breaks a title, who fixes it, on what timescale, and at whose cost?
  7. Can titles be rebranded โ€” colours, logo, splash, sponsor placement โ€” and by whom?
  8. Which territories and platforms does the licence exclude?
  9. What happens at renewal if I decline โ€” how long do I have to remove the games?

Question six is the one that sorts the field. Every supplier type has an answer to questions one through five. Only some have an answer to six that is not "you do."

๐ŸŽฏ What You Get When You License HTML5 Games as a Catalogue From Forestry Games

Forestry Games has licensed games since 2017 and holds a catalogue of 1,049 titles spanning HTML5 and Android APK builds, with titles also published on Google Play and the Apple App Store. A licence conversation starts from your use case rather than from a per-title price list: how many titles, which surfaces, which territories, hosted by you or by us, branded or generic. HTML5 builds, APK builds and source where applicable all sit inside the same conversation, which is what makes a web portal and a carrier deal viable from one supplier. Games are developed in-house as well as licensed, so reskins, sponsor placements and fixes are work that can actually be scoped rather than escalated to a third party. Start by looking at what is there โ€” you can browse the catalogue, review the HTML5 game licensing options, or check the Android and APK catalogue if your distribution runs through app stores or an operator.

๐Ÿงธ Licensing Branded Games for Campaigns, Portals and Events

Some briefs need a recognisable character rather than a good puzzle game, and generic catalogue titles will not carry them. Forestry Games works with branded IP and has brand partnerships including Disney, Nickelodeon, Cartoon Network and Warner Bros, and businesses can license branded game content through Forestry Games for marketing campaigns, portals, events and apps. Branded licences run on a different timetable than generic ones โ€” approvals, territory scope and usage windows are all part of the conversation โ€” so bring the brief early rather than at the point of booking media. If you have a campaign, a portal or an event in mind, ask for a licence scope for it and you will get a straight answer on what is feasible and when.

๐Ÿงญ What to Do With This Before Your Next Supplier Call

Pick the supplier type from the shape of the work, not from the price column. One game that has to be excellent: go direct to a developer. A differentiating mechanic nobody else can have: build it. A games section you are testing with no budget: take an aggregator feed and see whether anyone plays. A catalogue that has to be branded, billed for, shipped as an app, or run across more than one property: that is a licensor conversation, and per-title buying will cost you more than the sticker price suggests once month four arrives.

Then run question six past whoever you are talking to. Chrome starts shipping every two weeks on 8 September 2026, and Google Play's next policy announcement will land with its usual 30-day window whether or not your supplier has a plan for it. If you want that answered against a real catalogue and a real use case, start a licence scope with the surfaces, territories and title count you actually need, and compare the answer against whatever the marketplace tab is quoting.

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