You earned the click.
Let the product earn the install.

Playlink turns a playable for your game or app into one link. People try it in the browser, then tap through to the store.

No account. No SDK integration. Works with the playable you already have.

This is a Playlink. Go ahead.

Live in minutes · Up to 7 MB · No SDK integration

🚀
Neon Drift
playlink.app/neondrift
CLIP 0:45
ARCADEONE-BUTTONJETPACK
TAP TO PLAY
hold to fly · release to fall
dodge zappers, spinning blades & missiles · grab coins
One link, auto-routed to your visitor's store.
Demo routes to Jetpack Joyride, the classic built on this exact mechanic.
The dev view · your live dashboard
LIVE · 7 playing now sample data
·plays
·avg played
·played to end
·tapped store
Retention across the 45s clippeak drop-off ~0:29
0:00the black box, finally visible0:45
Where the taps came fromshare · play→tap
TikTok
44% · 38%
Reddit
31% · 29%
Discord
15% · 34%
Direct
10% · n/a
A unique link per creator or channel. Referrer stripped in-app shows as Direct.
Two clips, head-to-headtapped store
Clip A · Boss fightwinner
41%
Clip B · Speed combo
27%
Run versions side by side. Playlink shows which moment, and which length, converts.
Best store cutofftap→install
0:3531%
1:1039%
2:0024%
Test when the clip hands off to your store. Playlink finds the exact second that converts best.
Sample numbers, shown to demo the dashboard. Your real data appears here live once your clip is up.
This is the dashboard you'd get for your game or app.
The numbers move as you play, go ahead.

Video or creator post → tap → store listing → install, or leave

The click is interest. It isn't intent yet.

Someone watched. They got interested enough to tap. Then they're asked to make the install decision from a store listing — before they've experienced anything.

And if they leave, you learn almost nothing about what happened in between.

One proof

We didn't invent this.

Apple reports that developers see an average 2.5 percentage-point increase in conversion when they send people to a tailored product page instead of the default — a 156% relative increase in Apple's comparison. Those pages tailor screenshots, app previews and promotional text to the audience arriving.

One of Apple's own examples is a mobile game: State of Survival matched its product page to the RPG creative that brought people there, and saw a 33% higher conversion rate and 14% lower cost per install.

This doesn't mean Playlink will produce the same lift. It means the experience after the click still changes the install decision — and a listing describes the product, while a playable demonstrates it.

Apple — Custom Product Pages ↗

Video or creator post → Playlink → Install now, or try first → Store

Keep the install. Add another way to earn it.

The store button is there from the first second. You're not replacing a path — you're adding one.

Already convinced → Install now

Taps install without playing. Nothing changes for them.

Curious, not ready → Try → Install

Today they scroll on. Now they play 30 seconds — and then they know.

Not a fit → Exit

Leaves without becoming a low-intent install you'd lose on day one.

Playlink doesn't replace the install path. It adds a second path for people who weren't ready to install yet.

Why it's worth it

Why it's worth it

🎯

Convince the undecided

A store listing describes your product. A playable demonstrates it. The people who weren't going to install today are the ones this reaches.

📊

Measure real intent

Not just "1,000 clicks." Opened → started → how far they got → tapped the store. You finally see the part that used to be invisible.

♻️

Reuse what you already built

One playable, every channel: TikTok bio, creator links, Discord, QR codes, press emails, your own site. Built once, used everywhere.

The dashboard

You used to see two numbers. Now you see the middle.

Before, a viral post gave you views on one end and installs on the other, with nothing in between. No idea whether people bounced in three seconds or played to the end and still didn't tap.

100%
Opened
61%
Started playing
34%
Completed
12%
Tapped store

Example data

Creator B sent slightly fewer people than Creator A — and almost none of them played. Same game, same link, different audience. That's not something you can learn from a view count.

Every Playlink also carries a drop-off curve: the exact second people leave. And you can run two clips, or two lengths, against the same traffic and see which one earns more store taps.

Agencies

Already build playables for clients?

You spend weeks and real budget producing an interactive asset. It runs for a campaign, fatigues, and then it's finished — locked inside an ad network where it can't be reused or reported on independently.

A playable fatigues inside a paid network because the same audience keeps seeing it. Outside that network, the audience is new.

Playlink turns each client's asset into a reusable link — one per creator, one per channel, one per campaign — with engagement data that comes from you, not from Meta's dashboard.

Talk to us about a pilot → Three agency slots in the founding group.
How it works

Four steps. No SDK integration.

STEP 1

Upload your clip

A single HTML5 file, up to 7 MB.

STEP 2

Add your store links

iOS, Android, Steam. If you add more than one, Playlink sorts them and highlights the best match for their device.

STEP 3

Share the link

TikTok bio, creator DMs, Discord, QR codes, press emails, your own site.

STEP 4

Watch what happens

How many played, how far they got, how many tapped through.

No clip yet?

Three ways to get one.

You've run a playable ad

The file already exists and someone paid to build it — you or your agency. Start there.

You have a web build

Construct, Phaser, PlayCanvas and many Godot projects export to the browser directly. Take the strongest slice.

You have neither

No-code tools like PlayableMaker build a short interactive version without engineering. → Read the guide

If your only build is a full native project, making a lightweight web version is real work. Playlink is strongest when the asset already exists or is cheap to create — and if it isn't, this probably isn't your moment.

Straight answers

Questions devs actually ask

If they play for free, why would they install?

Because the comparison isn't "play instead of install" — it's "play instead of keep scrolling." The install button stays available the whole time; you're not replacing a path, you're adding one. And someone who taps install after playing 30 seconds knows exactly why.

So will this increase my installs?

We don't know, and we won't promise. You might even see fewer raw installs — someone who would have installed and deleted within a minute simply won't install. What we give you is the ability to test it: a normal store link against a Playlink, on the same traffic, and see what actually happened. Anyone who promises you a percentage before you've run it is making it up.

Will my existing playable ad work in Playlink?

Browser-ready HTML5 playables work directly. Some ad-network playables depend on APIs like MRAID or network-specific CTA handlers, so compatibility varies. We're building support for the common runtimes.

Anyone who clicks has already decided to install.

If that were true, changing the store page wouldn't move anything. Apple reports an average 2.5 percentage-point conversion increase just from tailoring what people see after the click. There's a large group that hasn't decided when they land.

My video already shows the game.

Video creates curiosity. Playing creates a decision. It's the difference between "looks cool" and "I like how this feels in my hand" — and the second one is what installs.

Why not just use Linktree?

Linktree organises destinations. Here people try the product before the destination — and you get what Linktree can't give you: the exact second they left, which channel they came from, and which version of the clip converts better.

What does it cost?

One project free, no time limit, no credit card. The founding group locks full Core access at $0 permanently.

Founding

Thirteen spots. Then this offer closes.

We're opening Playlink to its first 13 external founding users. There are no public Playlink case studies yet — that's exactly what this group is here to change.

Developers & studios

10

One project each, with full Core access: A/B testing, creator links, drop-off analytics.

Agencies

3

Up to 3 client projects each

The Playlink Core plan stays free for founding members, permanently, within their founding limits. Future paid add-ons, enterprise features and AI creation tools are separate.

What I want in return: run real traffic through it and tell me what breaks.

Claim a spot → Founding spots are extended personally after we see real traffic — start with Try, we'll reach out.
Research

Why we think this works

Why we think this works → See the evidence

Apple — Custom Product Pages. +2.5pp average conversion; State of Survival: +33% conversion, −14% CPI.
Primary source, current.

Google — Store Listing Experiments. Tapps >20% installs, Kongregate +45% installs, Pincer +20% conversions.
Listing optimisation, not playable evidence.

Snapchat / Supercell. −37% CPI, +19% ROAS vs BAU.
A/B inside a paid ad network.

TikTok A/B. +16% CTR, −5% CPI vs video, with targeting, bid and schedule held constant.
Clean A/B, but inside an ad network.

Unity 2025. +6.9% D1 ROAS, +5.4% D14 ROAS; playables framed as pre-qualification for higher LTV.
Vendor internal network data.

AppsFlyer 2025. More than 1 in 2 installed apps uninstalled within 30 days, most on day one.
Vendor benchmark report.

Google Play Instant — historical. Panzerdog 3× install conversion; Galaxy Attack +15% installs.
Platform discontinued December 2025. Historical mechanism proof only — not a current benchmark. Users self-selected into playing, so the comparison isn't controlled.

None of these are Playlink's numbers. They're external evidence that the mechanism works. When we have our own A/B results, they replace this section.

Turn your playable into a Playlink.

Free, no account, live in minutes.

Create your Playlink → See a live example