Skip to content
GEMSARCADIA
▸ MANUAL CONTENTS(Submission guidelines)
GEMS ARCADIA · COIN-OP SERVICE MANUAL · FORM GA-DEV-1SEC. 5.1

Submission guidelines

Every game and every new build is reviewed by a human before players see it. Here is what reviewers check, so you pass on the first try.

The review lifecycle#

StatusMeaning
DRAFTYou're still working on it. Only you can preview it.
PENDING_REVIEWSubmitted. Needs at least one uploaded build.
PUBLISHEDLive on the arcade floor. New builds are reviewed when you upload them.
REJECTEDRead the reviewer's note, fix it, upload a new build and resubmit.
SUSPENDEDTaken down by an admin. Contact support.

Technical checklist#

  • index.html at the root of the zip, or inside a single top-level folder (it is detected and stripped).
  • Zip up to 100 MB, at most 300 MB unpacked.
  • At most 2,000 files.
  • Relative paths with forward slashes only: no absolute paths, no .., no symlinks.
  • Hidden files and OS junk (__MACOSX/, .DS_Store, Thumbs.db), source maps (.map) and markdown files (.md) are skipped, not rejected.
  • index.html loads the SDK and calls GemsArcadia.ready() once loaded.
  • The game works inside a sandboxed iframe: no alert()/prompt(), no pop-ups, no top-level navigation, no cookies or localStorage that the game can't live without (the sandbox has an opaque origin).
  • All assets ship in the zip. The game's Content-Security-Policy blocks third-party scripts, fonts, analytics and ad networks.
  • Pause on the SDK's pause event and keep audio quiet until the player interacts.
  • Playable with a keyboard; mouse, touch and gamepad are a bonus.
  • Runs at a playable frame rate on a mid-range laptop and phone.

Coin and credit rules#

  • A credit costs coinsPerCredit coins (1–5), shown on your cabinet. Pick a price that matches the length of a run.
  • Grant exactly one credit per successful insertion: on { ok: true } from insertCoin(), or on a coinInserted event.
  • Only ask for coins when the player acts (pressing your INSERT COIN button, choosing to continue). No automatic or repeated charges, no timers that spend coins.
  • Say clearly what a credit buys before the player pays for it.
  • Handle every failure reason without granting a credit, and never lock the player in a "pay to continue" screen without a way out.

Content#

  • Your own work, or assets you have the rights to (credit them in the game's description).
  • No hateful, sexually explicit or illegal content; mild cartoon violence is fine.
  • No gambling mechanics: coins buy play time, never random cash or coin prizes.
  • A cover image and an honest description and genre.

Rewards and store page#

  • Achievements are earned in play, never by inserting more coins, and their descriptions say how to earn them (hidden ones excepted). See player rewards.
  • Scores are the player's real result for the run: one per coin, submitted at game over.
  • Screenshots and trailers show the actual game, and the controls listed on the page match the game. See the store page guide.

After you're live#

Uploading a new build of a published game puts that build into review; the current build keeps running until the new one is approved. Watch your numbers in earnings and read the revenue share to see how payouts are calculated.

REV 1.0 · KEEP THIS MANUAL WITH THE CABINET · QUESTIONS? ASK GLINT