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Instant games
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DocumentationInstant games
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Instant games and regular games on PlayDrop

What makes a PlayDrop game Instant: portrait play, guest access, at most 10 MiB of startup files and a two-second start, and how it differs from regular games.

Instant games are the short, portrait games of the Instant feed in the PlayDrop phone apps: players swipe and the next game is already playing. Every other game is a regular game, opened from its page, search or a link. Both are published the same way; Instant is a property of a version.

Instant or regular

InstantRegular
Where it playsInstant feed, plus everywhere regular games playHome, search, game page, links
OrientationPortrait firstAny declared surface
Sign-inGuests can playAny authMode
StartPlayable within 2 secondsNo limit, but faster is better
Startup filesAt most 10 MiBNo startup limit
BadgeLightning badgeNone

A game that misses the Instant bar is still published as a regular game.

Requirements

json
{
  "primarySurface": "MOBILE_PORTRAIT",
  "surfaceTargets": { "desktop": true, "mobileLandscape": false, "mobilePortrait": true },
  "authMode": "OPTIONAL",
  "instant": true,
  "prefetch": { "required": ["game.js", "atlas.png"], "optional": ["music.mp3", "levels/world-2.json"] }
}
  • primarySurface is MOBILE_PORTRAIT and the game supports portrait phones.
  • authMode is OPTIONAL or NONE, so guests can play.
  • The startup files are at most 10 MiB: the entry page plus prefetch.required, or every uploaded file when nothing is listed.
  • instant: true claims it.

The upload checks the size and the receipt's instant and instantReason report the result. After release, PlayDrop measures real starts in the apps: once a version has 20 starts from downloaded files and more than a quarter take 2 seconds or longer, it loses the badge. A new version can qualify again.

Start fast

  • Put later levels, music and extras in prefetch.optional and load them after ready().
  • Compile shaders and warm up before calling ready(), so the first frames do not stutter.
  • Show gameplay immediately: no title screen, no menu, no sign-in wall before the first move.
  • Make the first seconds explain themselves without text.
  • Record a portrait gameplay video for the listing; the feed uses it.

See loading, pause and audio for preloading and full screen and safe areas for portrait layout.

Related guides

  • Loading, pause and audioInitialize the PlayDrop SDK, signal ready at the first playable frame, pause and resume cleanly, follow the audio policy, and preload files for offline play.
  • Full screen and safe areasMake a PlayDrop game fill the screen, keep its HUD inside CSS safe areas and clear of the host's controls using the SDK's measured reservedCorners.
  • Listing art and videoThe listing images and videos a PlayDrop game can have, their paths, formats and orientations, and how to make art that works in feeds, search and previews.
  • catalogue.jsonThe catalogue.json fields PlayDrop games use: identity, listing, play modes, surfaces, sign-in, Instant, preloading, media, translations, scores and servers.
PreviousLocalize a PlayDrop game and its listingNextGame lifecycle on PlayDrop: loading, ready, pause and audio
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Instant or regularRequirementsStart fast
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