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
Video or creator post → tap → store listing → install, or leave
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.
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.
Video or creator post → Playlink → Install now, or try first → Store
The store button is there from the first second. You're not replacing a path — you're adding one.
Taps install without playing. Nothing changes for them.
Today they scroll on. Now they play 30 seconds — and then they know.
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.
A store listing describes your product. A playable demonstrates it. The people who weren't going to install today are the ones this reaches.
Not just "1,000 clicks." Opened → started → how far they got → tapped the store. You finally see the part that used to be invisible.
One playable, every channel: TikTok bio, creator links, Discord, QR codes, press emails, your own site. Built once, used everywhere.
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.
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.
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.
A single HTML5 file, up to 7 MB.
iOS, Android, Steam. If you add more than one, Playlink sorts them and highlights the best match for their device.
TikTok bio, creator DMs, Discord, QR codes, press emails, your own site.
How many played, how far they got, how many tapped through.
The file already exists and someone paid to build it — you or your agency. Start there.
Construct, Phaser, PlayCanvas and many Godot projects export to the browser directly. Take the strongest slice.
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.
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.
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.
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.
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.
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.
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.
One project free, no time limit, no credit card. The founding group locks full Core access at $0 permanently.
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.
10
One project each, with full Core access: A/B testing, creator links, drop-off analytics.
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.
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.
Free, no account, live in minutes.
Arie Lifshitz ("we") operates Playlink. This is what we collect and why.
To run your Playlink page and show you your own analytics, and to improve the product. Nothing more. We do not sell your data or run ads.
We use PostHog for analytics and Vercel and Supabase for hosting, acting on our behalf under their data terms.
Ask us to access or delete your data anytime, and unsubscribe from any email in one click. Contact hi@playze.live.
Last updated July 29, 2026. Governed by the laws of Israel.
Playlink is provided by Arie Lifshitz "as is". Features can change as we build.
You keep ownership of your games and links. You grant us permission to host and display them on your Playlink page.
Don't upload anything illegal, infringing, or harmful. We may remove content or accounts that break this.
We don't promise installs or revenue. Analytics are best-effort estimates, not audited figures.
Last updated July 29, 2026. Governed by the laws of Israel. Questions: hi@playze.live.