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Sell Your Serious Game to Schools.
You Keep 70%.

Free to list. We host the build, handle licensing and delivery, and pay out monthly. Founding studios are onboarding now, ahead of public launch.

Tell us who you are

Which best describes you? Choose any that apply.

Founding Developers

We launch publicly in the coming months. Founding studios go first.

70%
Of every sale is yours
Paid monthly. You set the price. Free games carry no fee at all.
$0
To list your games
No listing fees, no hosting bills, no upfront cost. We only earn when you do.
1st
In the founding library
Get your games live, tested and polished before educators arrive at launch.
How It Works

Three steps to reaching thousands of educators.

Step 1

List your game

Upload your browser build, add screenshots, learning outcomes and teaching notes, set your price. We host everything.

Step 2

Educators discover it

Teachers try your game, then license it for whole classes in one checkout — seats for every student, no procurement committee.

Step 3

Students play it. You're paid monthly.

Students play in the browser or download a DRM-protected build — one click either way. Your 70% is paid out monthly. No chasing invoices.

The Problem

You've spent months — maybe years — building a serious game that genuinely teaches something. The pedagogy is solid. The gameplay is engaging. You know it works.

And then you try to get it into classrooms. Selling is hard enough — procurement committees, IT security reviews, and legacy LMS integration requirements. Worse, the delay continues after the sale: a purchased game can take months to reach students, held up by installs, logins, and IT queues.

This isn't a quality problem. It's a distribution problem.

The Solution

A marketplace built specifically for educational games.

edu.games is built for how learning games actually work: xAPI support, per-seat licensing, browser and DRM-protected desktop delivery, and a direct channel to the educators who need what you've made.

We handle distribution: the moment a teacher licenses your game, it appears on every enrolled student's dashboard — one click and they're playing.

What You Get

Everything a serious game developer needs to reach schools.

70% of every sale, paid monthly
You keep 70% of gross. We absorb payment processing. Free games carry no fee.
You set the price
Per-seat, per-year licensing. Teachers buy seat pools for whole classes with a card — no invoicing, no procurement.
Try one seat, then license the class
Teachers can try a single seat of your game in minutes, then license the whole class from the same page.
Learning analytics built in
xAPI and a full learning record store, out of the box. See how students progress through your game, not just how many downloaded it.
A studio profile educators can find
Your studio, your brand, your whole catalogue in one place in our studio directory.
Update anytime, stay live
Push updates to published games whenever you like. Staged review means your listing never goes offline while changes are checked.
Will My Game Work Here?

Browser games play in one click. Desktop builds stay protected.

We host browser-playable builds — Unity WebGL, HTML5/JavaScript, Godot web exports, Construct, GDevelop, Twine and anything else that runs client-side. Students click play and they're in: no installs, no launchers, no IT tickets.

Got a downloadable desktop game? We support those too — delivered through our DRM, so every copy is tied to a licensed seat and your game can't be passed around beyond the class that paid for it.

xAPI instrumentation is optional — but games that emit it unlock the full learning-analytics suite for you and for educators. Native-only mobile games aren't supported yet; if that's you, join the list anyway and we'll let you know when that changes.

The Road to Launch

What happens between now and public launch

Now

Onboard & test

Founding studios list their games, test them live on the platform, and shape the marketplace with us before anyone else sees it.

Next

Soft launch

Early educators arrive. The founding library is what they see first — polished, tested, ready to license.

Then

Public launch

We open to school educators worldwide — and founding studios are already established when the audience shows up.

Questions

Common questions

What's the revenue share?
You earn 70% of every completed sale, calculated on the gross price — payment processing comes out of our share, not yours. Payouts are monthly. Free games carry no fee at all.
What does it cost to list?
Nothing. No listing fees, no hosting charges, no subscription. We host your builds, serve your media and process payments — we only earn our 30% when your game sells.
Who owns my game?
You do — entirely. Listing on edu.games is non-exclusive. You keep your IP, you can sell anywhere else you like, you set your price, and you can unpublish at any time.
How does review work?
You submit your game and our team checks that it runs, that the content is appropriate for the platform, and that the listing is accurate. Once you're published, updates go through a staged review — your game stays live while changes are checked.
What formats do you support?
Anything browser-playable: Unity WebGL, HTML5/JavaScript, Godot web exports, Construct, GDevelop, Twine and more — students play instantly in the browser with no installs. Downloadable desktop builds are supported too, delivered through our DRM so every copy is tied to a licensed seat. Native-only mobile builds aren't supported yet.
When do you launch, and what do founding developers get?
We open to school educators in the coming months. Founding studios onboard now: your games go live early, you test the full flow with us, and you're established in the library before the audience arrives. Our development manager works with you directly through onboarding.

Join the founding cohort.

Join the founding cohort before we open the doors.

Get Early Access — It's Free to List