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Private games

A game registered for the Public catalog starts private. Nobody else can find or play it yet:
  • Its builds are processed to ready instead of pending_review. They are not sent for review and do not count toward the review limit.
  • You play them from the Developer Portal: Builds → Preview opens a 30-minute link, Share creates a 30-day link that anyone who has it can open, without signing in.
When the game is ready, use Request public at the top of the game page. Choose one ready WebGL build. The request needs: A SusaPlay admin reviews the game and that build together. When approved, the build goes live, you receive BUILD_LIVE, and the game appears in the public catalog. If it is not approved, the reason shows on the game page; fix it and request again. Sending a new request replaces the earlier one, which is also how you switch builds. After a game is public, every new build is reviewed as described below. A B2B game does not start private. Switching a B2B game to Public makes it private until it is approved; a B2B game that already has a live build cannot be switched from the portal.

What reviewers check

  • All functional flows work from a cold start with a fresh player account
  • Economy flows (purchases, rewards, wallet) match the economy config
  • Every item sold for real money has a price tier that is on sale
  • No crashes on the target platforms
  • Build structure is correct (WebGL: index.html at root)

How to prepare

Test with a fresh account. Reviewers create new player accounts — don’t rely on pre-seeded dev data. Test every economy flow end to end:
Check your release notes include:
  • What changed
  • How to reach all new features
  • Test credentials if any flow requires a specific account state

Common rejection reasons

After rejection

Review the rejection notes in the portal. Fix the issue, upload a new build version, and resubmit. You don’t need to re-register the game.

After the review passes

A SusaPlay admin sets the version live. You’ll receive the BUILD_LIVE webhook event when players can access it, and BUILD_REJECTED if it does not pass. The previous live version moves to deprecated and stops being served. Deprecated versions are eventually removed by build retention — the live version and anything in review are never removed.