03 Portals
Kongregate
A portal that added accounts, scores and a revenue share, and in doing so made browser games something a developer could live on.

Accounts, scores and a revenue share turned an upload into something a developer could invoice for.
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A portal that added accounts, scores and a revenue share, and in doing so made browser games something a developer could live on.
Kongregate launched in 2006, founded by Jim Greer and Emily Greer, and from the start it was trying to solve a different problem than the portals that came before it. Sites like Miniclip had treated browser games as a catalogue — find them, play them, move on. Kongregate asked what would happen if the player had a reason to come back, and if the developer had a reason to care who came back.
Accounts, Badges and the Achievement Layer
The answer was infrastructure. Every player got an account. Every game could issue badges — small achievements that attached to a player's permanent profile — and Kongregate provided the API that let a Flash developer call a single function to award one. This was not trivial. Before it existed, a browser game had no memory of you between sessions unless the developer built their own backend, which most could not afford or did not know how to build. Kongregate supplied that layer for free, in exchange for hosting and a share of advertising revenue.

The upload culture ran on ordinary domestic hardware: burned discs, a tablet, and no gatekeeper.
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The badge system also created a reason for players to return to games they had already finished. Kongregate's editorial team issued "Challenge of the Week" badges for specific tasks, driving traffic back to older titles and keeping a game economically alive well past its launch week. For developers working in Flash — the dominant runtime for browser games through most of the portal's peak years — this was the closest thing to a live-service model that the open web had produced.

A catalogue rather than a community — identical machines, identical sessions, nothing to log into.
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The Revenue Share
The financial arrangement was genuinely novel for the time. Kongregate offered developers a revenue share on advertising income generated by their games, paid monthly. For a solo developer or a two-person studio, that could mean a meaningful recurring income from a single well-performing title rather than a one-time licensing fee from a sponsor. The older model — selling a game outright to a sponsor for a few hundred or a few thousand dollars, with the sponsor's logo baked into the preloader — was being replaced by something closer to a royalty. Developers retained more control and more upside.
Kongregate asked what would happen if the player had a reason to come back, and if the developer had a reason to care who came back.
This mattered structurally. It meant that small studios could release games on Kongregate as a primary business strategy rather than as a stepping stone to a console port or a mobile deal. Games like Cursor*10, Gemcraft, and Rogue Soul found sustained audiences through the portal's discovery mechanisms, and their creators collected monthly payments that reflected actual play rather than a negotiated advance.

The business model, storyboarded: sponsor mark, progress bar, then the game.
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After Flash
Kongregate was acquired by GameStop in 2010, an acquisition that made strategic sense for a retailer trying to establish a digital presence and made less sense as the browser game market shifted underneath it. The decline of Flash — announced formally by Adobe in 2017 and completed on 31 December 2020, when browsers blocked the runtime outright — removed the foundation the portal's catalogue had been built on.
Kongregate pivoted toward mobile publishing and PC games on Steam, shedding the browser-game identity that had defined it. In 2017 GameStop sold the platform to Modern Times Group, and it has continued to operate in reduced form. The Flash library it accumulated over more than a decade — thousands of games, many of them nowhere else — remains a preservation problem. Some titles have been recovered by projects like BlueMaxima's Flashpoint, which archived games and the runtime environment together, and by the Internet Archive's emulated Flash collections. But Kongregate's own badge infrastructure, the social layer that gave those games meaning, does not travel with the SWF file. What survives is the object; what is lost is the context that made it matter.