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heyvr.io

Free hosting, server-side game features integrable with a few lines of code and monetization. Reach more than 300,000 players per month!

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Games & Board Games
Language
English
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2022
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Website review

This review may include AI-generated content and is not individually verified. Domain, certificate and other facts come from the observed data on this page.

What is heyVR.io?

heyVR.io is a browser-based VR game platform where developers publish and players play VR games for free. It combines free hosting for creators with server-side game features that can be added with a few lines of code, plus monetization options, and it says it reaches more than 300,000 players per month. In short: part hosting service, part distribution channel, part lightweight backend for WebXR-style games. You can find it at heyVR.io.

Who it is for

  • Indie VR developers who want distribution without building their own storefront, account system or leaderboards.
  • Web developers curious about VR who prefer JavaScript and a browser over a native engine pipeline.
  • Players without a headset who want to try VR content in a browser tab before committing to hardware.

What the platform provides

  • Free hosting for published games, so the developer does not run the web infrastructure.
  • Server-side features — things like saved data, leaderboards or multiplayer state — integrated with a few lines of code rather than a custom backend.
  • Monetization, giving creators a path to earn from their games.
  • An existing audience, which matters most for solo developers who cannot market effectively on their own.

Trade-offs to weigh

Consideration What it means in practice
Browser-first Instant access, no installs, but performance is capped by what the browser and device allow
Free hosting Low cost and low setup effort, but you depend on the platform's rules and uptime
Built-in audience Discovery help, but you compete with every other game on the same catalog
Quick backend integration Fast to ship, but less control than a custom server you own

A concrete scenario

Suppose you have built a small WebXR archery game and want a leaderboard. Instead of provisioning a database and API, you publish on heyVR.io, add its server-side calls, and let the platform handle storage and player identity. Your effort goes into the game, not the plumbing — the cost is that your game lives inside someone else's ecosystem.

Next step

Open heyVR.io, browse the catalog to judge whether the audience and game style fit what you make, then check the publishing requirements before you invest in integration work. If your game needs heavy native rendering or precise controller latency, compare that against a native store route first.

How do I publish my VR browser game on heyVR.io?

To publish on heyVR.io, you upload a browser-based VR game and let the platform host it, add server-side features, and expose it to its player audience. The site describes free hosting, server-side game features you can integrate with a few lines of code, and monetization.

H3 Practical path

  1. Build for the browser first. heyVR.io is a WebXR/browser-games platform, so your game must run in a web page rather than as a native headset app.
  2. Prepare the upload. Have your built game files (HTML entry point plus assets) and a short description, controls notes and a thumbnail ready.
  3. Create a developer account and submit the game through the publishing flow on heyVR.io.
  4. Decide whether to use the optional server-side features — leaderboards, cloud saves or similar — and add the few lines of code the platform provides.
  5. Choose your monetization approach if you want it, then publish and test the live build on your own headset and desktop browser.

H3 What to weigh Free hosting and an existing audience lower the cost of getting players, and the server-side integrations save you building backend systems yourself. The trade-off is platform dependence: your distribution, player relationship and revenue terms sit with heyVR.io. If your game is a native Unity/Unreal headset title, this is not a direct route — you would need a WebGL/WebXR build, which can mean reworking input, performance and asset sizes.

H3 Who this suits Small teams and solo WebXR developers who want players without running infrastructure. If you need full control over storefront, pricing or user accounts, self-hosting or a broader web game portal may fit better.

Next step: check the developer/publish section on heyVR.io for the current submission requirements, supported engine exports and integration code, then prepare a minimal playable WebXR build to test the process end to end.

What server-side game features can I integrate with a few lines of code?

The site's own description names server-side game features integrable with a few lines of code as one of its three core offerings, alongside free hosting and monetization. That phrasing points to the usual class of backend services a browser game needs once it goes beyond a single-player loop: things like leaderboards, saved player progress, session or match data, and shared state that must live somewhere other than the player's tab. The pitch is that these are wired up through a small code snippet rather than a self-hosted backend.

What the page does not do is enumerate the individual features or show the API. So treat the categories above as the realistic shortlist to ask about, not as a confirmed feature list.

How to decide if it fits

Your situation Why it matters
WebXR game, no backend yet Few-line integration is the main draw; you avoid running servers for simple state
Game already has its own API Adding a second backend may duplicate auth and data ownership
You need custom matchmaking logic Hosted feature sets rarely cover bespoke rules; check before committing
Monetization is the goal The same page bundles monetization, so ask how it interacts with your game state

Next step

Open the site's developer or publishing documentation and look for the actual API reference: the function or SDK names, what data each call stores, and any limits on stored records or requests. Then prototype one feature — a leaderboard is the cheapest test — and see whether the snippet works without you provisioning anything. If the docs only describe the features in marketing terms, ask their support directly which server-side capabilities exist today versus which are planned.

How does monetization work for games hosted on heyVR.io?

heyVR.io lists monetization as one of the services it provides to developers who publish browser-based VR games on the platform, alongside free hosting and server-side game features that can be added with a few lines of code. That combination matters: because the games run in the browser rather than as installable store apps, the platform can handle the commercial side centrally instead of leaving each developer to build their own payment flow.

What is not specified in the available material is the actual mechanism — the revenue split, payout schedule, ad versus purchase options, or eligibility rules. Those details would need to come from the developer documentation or a direct conversation with the platform.

How to think about it as a developer

  • Reach is the pitch. The platform claims access to over 300,000 players per month. For a small studio, that audience is often worth more than a marginally better revenue share elsewhere.
  • Browser VR has a low-friction funnel. No download or install means players can try a game immediately, which tends to suit short sessions, demos and experimental mechanics.
  • Monetization usually takes one of a few shapes on web game portals: advertising around or inside the game, in-game purchases, paid unlocks, or a subscription-style pass. Which of these heyVR.io supports is the first thing to confirm.
  • Server-side features can enable paid mechanics. Anything requiring accounts, entitlements or persistent progress generally needs backend support, so a platform that offers it out of the box reduces engineering work.

A practical next step

If you are deciding whether to publish there, treat monetization as a single question to resolve before committing: ask the platform directly what revenue options exist, what share the developer keeps, when payouts happen, and whether you can combine monetization with your own external payments. Then compare that against a general web game host such as itch.io, which is widely used by indie developers for browser games and lets creators set their own pricing model.

A reasonable decision criterion: if your game is a short, replayable VR experience and you want distribution without building a store presence, a platform with built-in audience and backend tooling is attractive. If your game depends on high-value purchases or a specific pricing structure, confirm the terms first — an unclear revenue model is a bigger risk than a modest one.

How can I reach the 300,000 monthly players on heyVR.io?

To reach the roughly 300,000 monthly players cited on heyVR.io, the practical route is to publish a browser-based VR game on the platform. heyVR.io describes itself as a place to play and publish VR browser games for free, with free hosting, server-side game features that can be integrated with a few lines of code, and monetization options. That means your audience exposure comes through the platform's existing player traffic rather than through building your own distribution channel from scratch.

What the platform gives you

  • Hosting: You don't need to run your own web server for the game itself.
  • Server-side features: Multiplayer, leaderboards, or similar backend behavior are described as integrable with only a few lines of code.
  • Monetization: The platform advertises ways to earn from your game.
  • Reach: The stated figure of 300,000+ players per month is the pool you're publishing into.

A realistic path for a solo developer

If you have a WebXR or browser VR prototype, the lowest-friction next step is to prepare a build that runs in a browser without a download, then publish it on heyVR.io and let the platform's traffic do the discovery work. Test the server-side integrations early, because retrofitting multiplayer or leaderboards after launch is more work than adding them at the start.

Trade-offs to weigh

Publishing on someone else's platform means you trade some control for reach. You depend on their audience, their discovery mechanics, and their monetization terms. If your goal is owning the player relationship or the storefront, this route is less suitable. If your goal is getting a browser VR game in front of a large existing player base quickly and cheaply, it fits well.

How to decide

Choose this route if you already have a browser-compatible VR game and want distribution without building an audience. Choose a different route if you need full control over pricing, data, or branding. Before committing, confirm the current player numbers, revenue split, and integration requirements directly on heyVR.io, since those details determine whether the reach is worth the trade-off for your specific project.

What types of VR browser games are available to play for free on heyVR.io?

heyVR.io is a free browser-based VR games platform — you play in a headset browser or on desktop, without downloads or installs. Its own description frames it as a place to "play and publish VR browser games for free," so the catalogue is made up of WebXR titles rather than native store apps.

What you will typically find there

  • Casual and arcade experiences — short-session shooting, dodging and reflex games that suit browser play.
  • Puzzle and escape-room style titles — logic and object-manipulation games that work well with simple controls.
  • Exploration and atmospheric pieces — small worlds and experiences built for a few minutes of immersion.
  • Experimental and indie projects — many browser VR games come from solo developers or small teams testing ideas before a full release.
  • Multiplayer and social demos — the platform advertises server-side features that developers can integrate with a few lines of code, which makes lightweight online play more feasible.

How to decide if it suits you

Browser VR games trade visual fidelity and long play sessions for instant access and zero install. If you want to sample VR quickly, are on a headset with limited storage, or enjoy short indie experiments, this format fits. If you want big-budget, hour-long campaigns, a native store is the better route.

A practical next step: open the site on the device you actually use — a standalone headset browser, PC VR headset, or plain desktop — because the playable catalogue and comfort level can differ between them. Start with a couple of short arcade or puzzle titles to gauge how well WebXR performs on your setup before committing time to anything longer.

For comparison, native app catalogues such as SideQuest and itch.io also host many WebXR and experimental VR builds, often with developer notes and version history.

Related questions

More questions →
Can You Play VR Browser Games on heyVR.io for Free?

Yes. heyVR.io is built around playing VR browser games for free, and the games run directly in a browser rather than through a separate downloadable client. That means the practical requirements are a browser and a VR-capable setup — not a purchase or an install. The site describes itself as a place to "play and publish VR browser games for free," and it says it reaches more than 300,000 players per month. The exact catalog of games available at any moment depends on what developers have published on the platform.

What "free to play" means here

The free part applies to playing and to publishing, according to the site's own description. Two things follow from that:

  • No client download. Because the games are browser-based, you open them in a browser instead of installing a standalone VR application.
  • No cost gate described. The site's stated model is free hosting and free play. The available material does not list pricing tiers or payment requirements for playing.

One caveat: the site also mentions monetization as a feature for developers. That is about how creators can earn from their games — it does not mean players are charged to access the platform. If a specific game has its own monetization, that would be a per-game detail rather than a platform-wide fee.

What you need to actually play

Requirement Why it matters
A browser Games run in-browser, so this is the delivery method
A VR-capable device or headset The content is VR, so a headset or VR-capable setup is needed to play as intended
A game that exists on the platform Availability depends on what developers have published

The last row is the one people most often overlook. "Free VR browser games on heyVR.io" does not mean every VR game ever made is there. It means the games hosted on heyVR.io are free to play in a browser. If a title you have in mind is not published there, it will not appear just because the platform is free.

How to check whether a specific game is playable

  1. Open heyVR.io in a browser.
  2. Browse the published games.
  3. Open a game and confirm it launches in the browser.
  4. If it does, you can play it without a separate download.

The expected result is that the game starts in the browser session. If a game does not launch, the usual causes are an unsupported browser, a missing VR setup, or the game simply not being available on the platform at that time.

Common points of confusion

"Free" vs. "no account." The site's description covers free play and free publishing. It does not state that an account is unnecessary, so do not assume you can skip sign-in for every action.

Browser games vs. downloaded VR apps. These are different delivery models. A browser VR game loads from the web; a downloaded VR app is installed on the device. heyVR.io is the former.

Platform free vs. every game free forever. The platform's model is free hosting and free play. Individual developers control their own games, and the site lists monetization as a developer feature, so treat per-game terms as something to check on the game itself.

Bottom line

If your question is simply "can I play VR browser games on heyVR.io without paying or installing a client," the answer from the platform's own description is yes — play and publishing are both described as free, and the games run in the browser. The variable is not cost or installation; it is whether the specific game you want has been published there.

Who can publish VR browser games on heyVR.io?

heyVR.io is open to developers who want to publish VR browser games. According to the platform's own description, it offers free hosting, server-side game features that can be integrated with a few lines of code, and monetization options, with a claimed reach of more than 300,000 players per month. If you have a browser-based VR game and want distribution without building your own hosting and backend, this platform is aimed at you.

What the platform provides

heyVR.io positions itself as a place to "play and publish VR browser games for free." For a publisher, that translates into three practical pieces:

  • Free hosting — you don't need to stand up and maintain your own web servers for the game.
  • Server-side game features — the platform says these can be integrated with a few lines of code, which matters for things like leaderboards, saved state, or multiplayer logic that can't live entirely in the browser.
  • Monetization — the platform lists monetization as a supported capability, so you aren't limited to a purely free experience.

The stated audience is developers of VR games that run in a browser, not native headset apps or desktop builds.

Who this fits

Your situation Does heyVR.io fit?
You have a VR game that runs in a web browser Yes — this is the core use case
You want hosting handled for you Yes — free hosting is offered
You need server-side features but don't want to build a backend Yes — integration is described as a few lines of code
You want a path to monetize Yes — monetization is listed as a platform feature
You're shipping a native headset or PC VR title Not the target — the platform is about browser games
You need guaranteed player numbers Treat the "300,000+ players per month" figure as the platform's own claim, not a commitment

What to check before publishing

Because the available description is high-level, confirm these directly on the site before you commit:

  1. Technical requirements — what engine or web stack your game must use, and how the server-side integration actually works.
  2. Monetization terms — how revenue is handled and what the platform takes, since the description only says monetization exists.
  3. Content and quality rules — what the platform accepts and rejects.
  4. Player reach — how the 300,000+ monthly figure is measured and whether it applies to your genre.

Bottom line

If you're building a VR game that runs in the browser and you'd rather not run your own hosting and backend, heyVR.io is designed for exactly that. The free hosting, low-code server features, and monetization support lower the barrier to publishing. Verify the technical and commercial details on the site first, since the public description doesn't spell them out.

How much code is needed to integrate server-side game features on heyVR.io?

heyVR.io states that its server-side game features are "integrable with a few lines of code." That is the platform's own claim, so the practical answer is: expect a small integration snippet rather than a self-built backend, but treat the exact line count as something to confirm against the current documentation before you plan a schedule. The real work is usually not the snippet itself but wiring your game's existing state changes to the calls the snippet exposes.

What "a few lines of code" actually covers

The phrase describes the client-side hookup, not the whole feature. On heyVR.io, the server-side capabilities are hosted for you, so you are not provisioning databases, matchmaking servers, or persistence layers. Your code's job is to call into those hosted features at the right moments in your game loop.

That means the "few lines" typically sit in a handful of places:

  • Initialization — connecting your game to the platform's feature set when it loads.
  • State writes — sending a score, progress value, or player action to the server.
  • State reads — pulling back leaderboard positions, saved data, or player-specific values.
  • Event hooks — firing a call when a level ends, a match finishes, or a purchase completes.

Each of those is short. The total grows with how many distinct features you use and how many places in your code trigger them.

Why the line count is a misleading metric

A three-line call can still take a day to place correctly if your game was not built with server authority in mind. The friction is architectural, not syntactic.

For example, if your VR browser game currently keeps the score only in local memory, adding a leaderboard means deciding when the authoritative value is computed, handling the case where the network call fails, and making sure a player cannot trivially spoof the number. None of that is the snippet's fault — it is the design question underneath it.

So when you estimate effort, separate two things:

Task Typical effort driver
Adding the platform call Small — the snippet is short
Deciding where the call belongs Depends on your game's existing structure
Handling failure and retries Depends on how tolerant your game is of lag
Preventing cheating on submitted values Depends on whether the value is client-computed

What you do not have to build

The value of the hosted approach is what disappears from your workload. You are not standing up:

  • A database or persistence service for player data.
  • An authentication backend for identifying players.
  • A leaderboard or ranking service.
  • Server capacity planning for the features the platform hosts.

heyVR.io also states it provides free hosting and monetization, and that it reaches more than 300,000 players per month. Those are platform-side facts, not guarantees about your game's traffic — your reach depends on publishing and discovery, not on the integration.

A realistic integration sequence

  1. Read the current docs first. The "few lines" claim is only actionable against the specific API surface documented at the time you build. APIs change; a tutorial from six months ago may not match.
  2. Pick one feature to start. A single leaderboard or a single saved value is the cheapest way to validate that your build environment, the platform's runtime, and your game loop cooperate.
  3. Place the call at the authoritative moment. If the server should own the value, send it from the point where the outcome is decided, not from a UI handler that a player can trigger repeatedly.
  4. Test the failure path. Disconnect the network mid-session and confirm your game does not freeze, double-submit, or show stale data as if it were live.
  5. Expand feature by feature. Each additional server-side feature adds its own short call plus its own placement decision.

Common sticking points

  • Assuming the snippet is the whole job. The call is easy; deciding the source of truth is not.
  • Submitting client-computed values without validation. If the platform does not validate, a modified client can submit anything. Check what the platform enforces versus what you must enforce.
  • Ignoring latency in VR. A round trip that is invisible in a flat browser game can be noticeable in a headset. Batch or defer calls where the player would otherwise feel the pause.
  • Building against an outdated example. Confirm the current API shape before you commit to an integration pattern.

Bottom line

If you only need the platform's hosted features and your game already has clear points where state changes, the integration is genuinely small — the "few lines" description is plausible for the hookup itself. If your game has no server-authoritative design yet, budget for the design work, not the typing. Start with one feature, verify the failure behavior, then add the rest.

What Is heyVR.io?

heyVR.io is a platform for VR browser games — games that run in a web browser rather than through a headset app store. It serves two audiences at once: players who want to play VR games for free, and developers who want to publish them. For developers, the platform offers free hosting, server-side game features that can be integrated with a few lines of code, and monetization options. The site states it reaches more than 300,000 players per month.

Who it's for

Players. If you have a VR headset with a browser (or a browser that supports WebXR), heyVR.io is a place to find and play games without installing anything from a store. The games are described as free to play.

Developers. If you've built a VR game that runs in the browser, heyVR.io is a publishing destination. The pitch is that you don't have to run your own hosting or build backend infrastructure from scratch.

What developers get

Feature What it means in practice
Free hosting You publish your browser-based VR game on the platform instead of paying for and maintaining your own hosting.
Server-side game features Backend functionality you can add to your game by integrating a few lines of code, rather than building it yourself.
Monetization A way to earn from your game on the platform.
Audience The site claims a reach of over 300,000 players per month.

The "few lines of code" framing matters: it suggests the server-side features are meant to be dropped into an existing web game rather than requiring a rewrite around a proprietary engine.

What it isn't

  • It's not a headset-native store. The games are browser games, so the experience depends on your headset's browser and WebXR support.
  • It's not a game engine. You still build the game; heyVR.io handles hosting, some backend features, and distribution.
  • The available material doesn't specify pricing tiers, account requirements, or revenue-share terms, so treat those as things to confirm on the site before committing a project.

How to decide if it's worth your time

As a player: open heyVR.io in your headset's browser and try a game. If WebXR runs smoothly on your device, the catalog is the only remaining question.

As a developer: the useful test is whether the server-side features match what your game actually needs. If you were already planning to build accounts, leaderboards, or similar backend pieces yourself, integrating an existing service can save real time. If your game is purely client-side, hosting and audience reach are the main draws. Check the current integration docs and monetization terms on the site, since those details determine whether the tradeoff works for your project.

How Monetization Works for Games Published on heyVR.io

heyVR.io lists monetization as one of its three core offerings for developers, alongside free hosting and server-side game features. That means if you publish a VR browser game on the platform, earning revenue is an intended part of the setup rather than something you have to build yourself. The specific revenue split, payout methods, and payment thresholds are not stated in the available site information, so you should confirm those details directly with the platform before relying on any particular figure.

What the platform says it provides

According to the site's own description, heyVR.io offers:

  • Free hosting for VR browser games
  • Server-side game features that can be integrated with a few lines of code
  • Monetization as a built-in capability
  • Audience reach of more than 300,000 players per month

The monetization piece sits alongside hosting and server features as a headline benefit, which suggests it is meant to work without you standing up your own storefront, payment flow, or ad system.

What is not specified

The available information does not include:

  • The revenue share percentage between developer and platform
  • Which payment platforms or processors are used
  • Payout schedules, minimum thresholds, or supported currencies
  • Whether monetization is ad-based, purchase-based, or both
  • Any pricing or fee structure for the developer

Because none of these are stated, treat any assumption about earnings as unverified until you check the platform's own developer documentation.

Who this fits

Monetization on heyVR.io is most relevant if you:

  • Have a VR browser game you want to distribute without building your own hosting and payment infrastructure
  • Want access to an existing player base rather than acquiring users from scratch
  • Are comfortable integrating server-side features through the platform's code hooks

It is less suited to developers who need full control over pricing, payment processing, or revenue terms up front, since those specifics are not documented in the material available here.

How to get the actual numbers

Since the platform advertises monetization but does not publish the terms in the source material, the practical path is:

  1. Go to heyVR.io and look for a developer or publishing section.
  2. Check for documentation on monetization, revenue share, and payouts.
  3. If terms are not public, contact the platform directly before publishing.

That step matters because the difference between an ad-supported model and a revenue-share model changes what you can expect to earn, and the source description alone does not tell you which one applies.

Website Overview

Limited stack disclosure and few obvious backend markers suggest a more restrained public footprint. That reduces easy fingerprinting clues but is not proof of overall security.

Domain and Registration

Transfer-protection status is present, helping reduce the risk of unauthorized domain transfers. The domain has about 4 years of registration history; its current configuration provides more context than age alone. The domain uses the common .io extension, which is not an independent safety signal.

DNS and Email

The lowest TTL is 35 seconds, supporting rapid record changes at the cost of more frequent lookups. Nameservers are provided by bunny.net, indicating managed DNS hosting. MX records point to the Google Workspace email service. No CNAME was found; the observed records resolve directly to addresses. SPF and DMARC are configured. DKIM status is unknown.

TLS and Certificates

The certificate uses an RSA 2048-bit public key, offering broad client compatibility. The server supplied a complete certificate chain. No organization name is present in the certificate; the available fields are consistent with domain validation. The certificate was issued by Let's Encrypt, commonly associated with automated certificate services. The certificate's total validity is about 89 days, consistent with a short renewal cycle.

HTTP and Browser Security

The checked browser-security headers were not detected, leaving fewer explicit browser-side safeguards. No X-Powered-By header was found, reducing one common source of backend fingerprinting information. No obvious internal addresses or debug information were found in the headers. The Server header contains the custom value BunnyCDN-ASB1-1504. No explicit CDN or WAF marker was found in the response headers.

Technology Stack Analysis

No obvious technology stack is exposed. This may reflect restrained information disclosure, although the underlying technologies remain unknown.

Search and Social Sharing

No homepage canonical URL was detected. If duplicate URLs exist, consolidation may be less explicit. Twitter Card metadata is configured. The title has 54 characters, within a common display range. A meta description is present, with 136 characters. The observed directives allow indexing and link following.

Hosting and Email

DNSbunny.net
HostingDatacamp Limited
EmailGoogle Workspace
Approximate IP geolocation (inferred; a CDN or proxy may differ from the origin server) United States flagAshburn, Virginia, United States Inferred 37.19.207.37

Registration details

RDAP / WHOIS

RegistrarKey-Systems GmbH
Registered2022-08-04
Expires2027-08-04
Domain statusclientTransferProhibited https://icann.org/epp#clientTransferProhibited
Nameserverscoco.bunny.net、kiki.bunny.net
DNSSECunsigned

DNS records

DNS

TypeNameValueTTLPriority
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NSheyvr.iococo.bunny.net172800—
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TXTheyvr.iogoogle-site-verification=-x4GtRRGOwoLlqccgI64TCgVHgvFGoWKNaL5nbo8Ayw300—
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TLS and certificates

TLS / SSL

AssessmentNormal configuration
Supported protocolsTLSv1.2、TLSv1.3
Negotiated protocolTLSv1.3
Certificate subjectheyvr.io
IssuerLet's Encrypt
Valid until2026-12-01T01:08 · Remaining when checked: 68 days
Verification detailsCertificate trust: Passed · Hostname match: Passed

HTTP response headers

HTTP

HeaderValue
content-typetext/html
cache-controlpublic, max-age=0
serverBunnyCDN-ASB1-1504

Identified technologies

Technology stack: Unknown

Pages, Search and Sharing

Meta descriptionFree hosting, server-side game features integrable with a few lines of code and monetization. Reach more than 300,000 players per month!
Canonical URLNot detected
LanguageEnglish (default)
Twitter Cardsummary_large_image

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