Questria for game devsStart a Game Dev plan
Questria for game devs

Create a multiplayer video game in one prompt. Keep every dollar it earns.

Share it, play with friends, and earn from it.

Describe the game you have in mind. Questria writes it while you watch, you play it beside the chat, and one press puts it live at its own address, where your friends join from their phones.

Charge players a monthly price, or sell games to clients from a studio page of your own.

Watch it being built. The preview is yours for 48 hours, no sign-in. Sign in when you want to keep it.

Play what people have built with Questria

Five games, live. Each one is a web page: pick one and play it right here, or open it on your phone, where it fills the screen with nothing to install.

Click inside the game to give it the keyboard.

The first four are published at Questria addresses. ArrKaboom plays at its own domain, which both Game Dev plans include.

Your first game, in four steps

This is the walk a game dev takes on the first evening. Everything below is in the product today.

Step 1

Say what you want to play

One prompt is the whole brief. Name the game, the players and the rules that matter, and Questria writes it: the loop, the controls, the look. Rooms, a leaderboard and shared state come from Questria Cloud, a data store built into every creation, so a game for four phones is one sentence more than a game for one.

Ask for touch and keyboard controls and you get both. Ask for players to sign in with Questria and the game knows who is who.

New chatQuestria
A top-down tank battle for two to four players. Rooms with a four-letter code, destructible walls, a power-up every thirty seconds, first to ten wins. Touch and keyboard controls.
Questria builds it · preview beside the chat
Step 2

Play it beside the chat, change it in words

The game runs in a pane beside the conversation the moment it is built. Play a round, then say what should change: a faster tank, a bigger map, a round timer. Every change is an edit, and edits are far lighter than builds, so a game takes shape in an evening.

If you like watching the code, it streams in colour as it is written. If you don’t, you never have to look at it.

YouMake the walls take three hits and show the damage.
QuestriaDone. Walls crack on the first two hits and fall on the third. Try it in the pane.
YouAdd a 90-second round timer and a scoreboard between rounds.
QuestriaThe timer sits top centre; the scoreboard shows for four seconds between rounds…
PreviewCodePublish
Step 3

Share it, play with friends

Press Publish and the game is live at a Questria address in seconds. Send the link. Friends open it on their phones, it fills the screen, and they are in the room, nothing to install. List it in the catalogue and strangers find it on Questria’s home page.

Your own domain, if you want the game to look like yours alone: one DNS record, press Verify, and the Made with Questria badge is gone there. Analytics show plays, completions and where players came from.

tanks.questria.aiPublish
Published at tanks.questria.aiOpenCopy link
Link card · setCharge for itYour domainAnalytics
List it in the catalogue
Offer Add to Home Screen
Step 4

Earn from it

Open Charge for it on a published game, set a monthly price and press Enable. Players get a free week, then pay monthly through Stripe, and Stripe pays you out: every dollar, every month they keep playing. Questria keeps nothing. Once you create a game, it is yours, no strings attached.

The code is yours too: open the Code view, download the files, put them anywhere, and the game keeps earning for you wherever it lives.

tanks.questria.aiLive
Charge for it:4.99$/month after a free weekEnable paid access
Paid access is on: players get a free week, then $4.99/month. Stripe pays you out, all of it: Questria keeps nothing.
Charging $4.99/mopayouts connectedStripe

Or sell games to clients, under your own name

A studio page of your own: your name, your mark, your rates. A client describes the game they want and pays you through Stripe before you build it. Questria keeps nothing of that either.

Your studio page

Your very own game dev agency

Open Studio page, type your name, your rates and your delivery time, drop in your mark, and Questria writes the page. Publish it at a Questria address or at your own domain and send clients the link. They order from it: a brief, then a payment to your Stripe account. The order lands in your Leads with the brief; you build it in a handful of builds, publish it at the client’s domain, and keep every dollar they paid.

Sell the edits too. A client who wants a new level a month later is an edit at your edit rate, and a few minutes of your month’s builds. The client gets a receipt from Stripe, the game at its own address, and never needs a Questria account.

NNorthstar Gamesnorthstar.questria.ai
Your game, built by Northstar Games.
A new game $500An edit $50Delivered within 3 days
A co-op dungeon crawl for our Discord, four players, a boss every five floors, our logo on the title screen.
Name · Email
Order a new game · $500Order an edit · $50
Paid through Stripe · lands in your Leads with the brief

What it costs

One plan, sold in builds, at the size you need. Multiplayer, your own domain and paid access on both.

Why it pays

A game that charges $4.99 a month pays for the plan with a small crowd: 30 paying players cover Starter and 50 cover Pro, before card fees. Everyone past that is income, every month they keep playing, and Questria takes none of it.

A build is one reply that does the work: a new game, or an edit to one. A game takes a handful of builds and a few dozen edits. Sixty a month covers someone shipping a game a month and polishing it; a hundred, someone shipping every week.

Selling to clients pays faster. One client game at $500 covers two months of Pro and takes a handful of the month’s hundred builds; six a month is a $3,000 studio on a $249 plan, and the edits you sell after that are almost all margin. Questria keeps nothing of what clients pay you.

There are no servers to run and nothing to deploy: the rooms, the leaderboard and the hosting come with the plan.

Do my friends need an account?

No. They open the link and play. If the game needs to know who they are, for a room, a leaderboard or a saved game, they sign in with Questria with one tap.

How does multiplayer work?

Questria Cloud, a data store built into every creation, holds the rooms, the shared state and the leaderboards, so players on different phones are in the same game. Ask for a room code, a lobby or a turn order in the prompt and it is built in.

Is the game mine?

Yes, no strings attached: the code, the players and the money. Open the Code view, download the files, put them anywhere. Publish on Questria, or host it yourself.

What about my own domain?

Add it in the publish row, set one DNS record at your registrar, press Verify. Questria issues the certificate, and the Made with Questria badge is gone at that address.

How do payouts work?

Connect Stripe once, from Charge for it. Players get a free week, then pay your monthly price, from $1 to $500. Stripe pays you out, all of it: Questria takes no cut of what your games earn, now or ever.

What if I run out of builds?

Add builds any time. They never expire, and they are counted the same way as the plan’s.

Can I sell games to clients?

Yes. Your studio page takes the brief and the payment, on your own Stripe account, before you build. Publish the finished game at the client’s domain; it is theirs, and the money was yours from the start.

What does a client need?

Only the link. They order from their phone, pay through Stripe and get a receipt, and the finished game arrives at a link of its own, or at their domain. No Questria account, nothing to install.

Describe a game. Play it in minutes.

Say what you want to play and watch Questria build it. Play the preview, send it to a friend, play it together. Sign in when you want to keep it, and choose a plan then, not before.