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.
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.
The first four are published at Questria addresses. ArrKaboom plays at its own domain, which both Game Dev plans include.
This is the walk a game dev takes on the first evening. Everything below is in the product today.
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.
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.
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.
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.
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.
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.
One plan, sold in builds, at the size you need. Multiplayer, your own domain and paid access on both.
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.
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.
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.
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.
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.
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.
Add builds any time. They never expire, and they are counted the same way as the plan’s.
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.
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.
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.