itch.io
| Itch.io | |
|---|---|
| Information | |
| Platforms | Web browser, Windows, macOS, Linux |
| Devices | PC VR headsets, Standalone VR headsets (via sideloading) |
| Operating Systems | Windows, macOS, Linux |
| Accessible | PC VR, Standalone VR |
| Developer | itch corp |
| Notable Personnel | Leaf Corcoran (founder) |
| Apps | >1,000,000 products |
| Website | https://itch.io/ |
itch.io is an open online marketplace and storefront for independent digital creators, with a primary focus on indie video games.[1] It was launched in March 2013 by the American programmer Leaf Corcoran and lets creators host, sell, and distribute their own content while keeping a high degree of control over pricing and presentation.[2] Unlike heavily curated storefronts, itch.io allows almost anyone to publish a product instantly without an approval process.[1] As of November 2024 the service hosted over 1,000,000 products.[2]
In the Virtual Reality and Augmented Reality space, itch.io functions as a common distribution venue for small, early, and experimental projects that are not sold through curated headset stores such as Steam or the Meta Quest Store. Its low barrier to entry makes it a frequent home for indie VR games, game-jam prototypes, and other XR experiments. The platform hosts thousands of titles tagged "Virtual Reality (VR)," which are typically distributed as downloadable builds that the user runs on a PC or, for Standalone VR headsets, manually installs (sideloads) rather than purchasing through an on-headset store.[3]
History
itch.io was created by Leaf Corcoran, who wanted a more open marketplace where developers could distribute their own games and decide how that content was sold.[2][4] The site went live in March 2013 and grew alongside the broader independent-games scene.[2] In March 2015 it introduced its "open revenue sharing" model, which became one of its defining features.[5] A desktop application for browsing, downloading, and updating games was released in early 2016.[2]
Pricing and revenue sharing
itch.io is built around flexible, creator-set pricing. Many products use a pay-what-you-want model in which a developer sets a minimum price (which may be zero) and buyers can choose to pay more.[2]
The platform's revenue split is also set by the creator rather than fixed by the store. Under the open revenue sharing system introduced in March 2015, the seller decides what percentage of each transaction itch.io receives, anywhere from 0% to 100%.[5][6] The default rate is 10%, which itch.io positioned as well below the roughly 30% cut charged by storefronts such as the Steam store, Apple's App Store, and Google Play.[5][7] Payment-processor fees are separate from this share. For VR creators, the ability to set the cut to 0% lowers the cost of releasing small or free experimental headset projects that might not justify a paid store listing elsewhere.
| Aspect | itch.io model |
|---|---|
| Pricing | Pay-what-you-want; creator-set minimum (can be free) |
| Default revenue share to itch.io | 10% |
| Adjustable range | 0% to 100%, set by the seller |
| Set by | The developer/creator, not the store |
Game jams
itch.io is one of the largest hosts of game jams, time-limited events in which developers build games around a theme or constraint and submit them to the platform.[2][8] The jam system is integrated into the site, letting organizers run submissions, ratings, and community pages directly on itch.io.[8] Its largest recurring jam, the GMTK Game Jam organized by Mark Brown of the Game Maker's Toolkit channel, drew more than 9,500 submitted games in its 2025 edition.[9] Game jams are a frequent source of short VR and XR prototypes, many of which are published and distributed only through itch.io.
Use as a VR distribution venue
Because itch.io does not require titles to pass a store-curation review, it is often used to release VR games and experiences that are rejected from, or never submitted to, curated headset storefronts. A notable example is Jigsaw 360, a Oculus Quest game that was rejected from the official Quest store and instead released for sideloading in July 2019; the developer distributed it through itch.io and the SideQuest tool, describing itch.io as providing the sales and community tools needed for the release.[10] On itch.io, such Standalone VR titles are typically delivered as an installable package (for example an Android APK) that the buyer manually loads onto the headset, rather than being delivered through the on-device Meta Quest Store.[10] PC VR titles on itch.io are distributed as downloadable PC builds that run through a headset connected to a computer, alongside browser-playable WebXR-style experiences.[3]
References
- ↑ 1.0 1.1 "About itch.io". https://itch.io/docs/general/about.
- ↑ 2.0 2.1 2.2 2.3 2.4 2.5 2.6 "itch.io". https://en.wikipedia.org/wiki/Itch.io.
- ↑ 3.0 3.1 "Top games tagged Virtual Reality (VR)". https://itch.io/games/tag-virtual-reality.
- ↑ "Frequently Asked Questions". https://itch.io/docs/general/faq.
- ↑ 5.0 5.1 5.2 "Introducing open revenue sharing". 2015-03-04. https://itch.io/updates/introducing-open-revenue-sharing.
- ↑ "Indie marketplace Itch.io lets devs choose revenue share". 2015-03-25. https://mcvuk.com/development-news/indie-marketplace-itch-io-lets-devs-choose-revenue-share/.
- ↑ "Itch.io launches open revenue sharing". Informa. 2015-03-23. https://www.gamedeveloper.com/business/itch-io-launches-open-revenue-sharing.
- ↑ 8.0 8.1 "Game jams". https://itch.io/jams.
- ↑ "GMTK Game Jam 2025". https://itch.io/jam/gmtk-2025.
- ↑ 10.0 10.1 "Jigsaw 360 Released On itch.io As The First Paid Sideloaded Quest Game After Facebook Rejection". 2019-07-16. https://www.uploadvr.com/jigsaw-360-quest-sideload/.