Mobile
WeChat Mini Games for Western Developers: Terms, Publishers and the Port
A WeChat mini game runs inside WeChat without an app-store install, reaches players through links, groups and ads rather than a store page, and pays the developer on terms WeChat publishes: 60% of in-app purchase revenue in cash plus 10% as ad credits, and 50% of ad revenue in cash. For a Western casual studio the route is almost always through a Chinese publisher that rebuilds the game for the platform, funds the user acquisition and shares the ad revenue. This guide covers what a mini game is, the published numbers, how the deals are shaped, the technical port, the licence, and the retention bar a publisher will hold you to.
- Author
- EightSix Games
- Revised
- Reading time
- 8 min read
In short
- Mini games are instant-play games inside WeChat or Douyin. No install, no store page: distribution is links, groups, livestreams and paid traffic.
- The platform terms are public. WeChat: 60% cash on purchases plus 10% ad credit, 50% cash on ad revenue. Douyin: up to 90% of ad revenue in paid-acquisition scenes. Most of the generosity is ad credit, so the platforms’ real business is selling traffic.
- A Western studio goes in through a Chinese publisher that funds the port and the acquisition for a share; a 50% share of ad revenue to the developer is the shape of deal our mobile page describes.
- The port is a real engineering job: a 4MB main package and 20MB total (30MB with payments), Unity converted to WebAssembly, assets on your own CDN, about ten seconds of load tolerated.
- Publishers now judge on depth, not day-one payback: Douyin’s benchmark for a top-tier match game is 19% next-day retention and 53 minutes of play per user.
In this guide
01
What a mini game is, and why it matters
WeChat and Douyin host games that run inside the app, open from a link or a share and need no install. For players they are instant and free; for developers they sit outside the phone-maker Android stores and their 50% cut, and inside a platform that sells the traffic to reach players. The genres that work are the casual and mid-casual ones that work everywhere: match, merge, idle, puzzle and light simulation, played in short sessions.
- WeChat: cash share of purchases, plus ad credits
- 60% + 10%
- WeChat: cash share of ad revenue
- 50%
- new match-3 mini games a month, early 2026
- 350+
Published commercialisation terms
Same
Trade press; the format is crowded
For a Western studio with a casual mobile game, a mini game is one of three ways into China, alongside the Chinese Android stores and iOS, and is usually the fastest to a live product because the publisher handles the port and the licence. The routes are compared in the publishing guide; the service is on the mobile publishing page.
02
The published terms
| Platform | In-app purchases | Ad revenue | Notes |
|---|---|---|---|
| WeChat mini games | 60% to the developer in cash, plus 10% as ad credits | 50% in cash | WeChat commercialisation terms |
| Douyin mini games | 60% standard; up to 90% Android and 99% iOS in its reduced tier | 90% in paid-acquisition scenes | Douyin settlement rules |
| Apple (iOS mini apps) | 15% commission route since 13 November 2025 | n/a | Apple |
| Tencent’s 优选 programme | Developer gets 14.0 per 100 of Android purchases | 16.5 per 100 of raw ad revenue | Tencent funds acquisition; training document, June 2024 |
The Tencent programme is the clearest published publisher-style deal: Tencent funds the acquisition and the developer keeps a sixth of raw ad revenue. It is a useful floor when a publisher’s offer arrives, because a publisher that funds acquisition is offering a version of the same trade.
03
How a Western studio gets in
Developer access to WeChat and Douyin publishing, payments and the licence needs a mainland entity, so a Western studio works through a Chinese publisher. The publisher rebuilds the game for the platform, integrates the Chinese SDKs (payment, analytics and anti-addiction compliance), files for the licence in its own name, funds the user acquisition and pays a share. The shape our mobile page describes is a 50% share of ad revenue to the developer on agreed reporting cycles, with no upfront cost; casual deals are reported as an advance plus a share, and licence fees are rare.
The publisher needs your source code to do the port, which is standard across Chinese mobile publishing rather than specific to any one deal, so the contract has to say exactly what the build may be used for, with IP reversion and data-handling obligations written in. See how to choose a China publishing partner.
04
The port: what the platform demands of the build
A WeChat port is a technical job first. The constraints are published and they shape which games are feasible.
- Main package of 4MB, 20MB total, 30MB with payments; assets beyond that load from your own CDN.
- Unity projects are converted to WebAssembly through WeChat’s tooling; Cocos and Laya export natively.
- About ten seconds of load is tolerated before players leave; first-session asset streaming is where most ports fail.
- Chinese SDKs for login, payment, ads and the anti-addiction real-name system, integrated by the publisher.
- Share and group mechanics (invite links, group rankings) are the free distribution channel; a game without them pays for every player.
A guide to the technical side from a vendor’s perspective is AppInChina’s WeChat mini-games guide. The publisher does the work; your job is to confirm the game can be rebuilt within the limits before you sign.
05
The licence
A mini game released commercially in China goes through the same approval process as any domestic game, filed by a licensed Chinese publisher. Only a mainland publishing unit can file, and imports are a small slice of approvals: 95 in 2025 and 46 in the first nine months of 2026. Vendor timing estimates for mini-game licences conflict (four to five months in one, six to eight in another, both from companies that sell the service), so quote neither as fact; ask the publisher what it has filed and when it was approved, and check the NPPA’s monthly lists. The full process is in the licence guide.
06
The retention bar
Publishers have moved from judging on day-one payback to judging on depth. First-day return targets reported by one publisher fell from 80% to 90% for hyper-casual to 30% to 60% for medium casual, and 2% to 10% for purchase-led games. Douyin’s own benchmark for a top-tier ad-monetised match game is 19% next-day retention for new users and 53 minutes of play per user, with 15% and 42 minutes counting as acceptable.
| Metric | Why | Have it ready |
|---|---|---|
| Day 1, 7 and 30 retention | Predicts whether paid traffic pays back | From your existing stores, by country |
| Session length and sessions per day | Ad revenue is a function of time in game | Same |
| ARPDAU and ad impressions per user | The revenue side of the acquisition model | Same, with the ad network mix |
| Audience | WeChat says 60% of its ad-monetised players are women; genre and audience fit matter | Your demographic data |
Send the numbers you have
A publisher that funds acquisition is making a bet on retention; the data you already have from the App Store and Google Play is the pitch. Retention and session data you choose to share is what our free assessment reads for mobile games.
Check the genre is not flooded
Match-3 mini games arrive at over 350 a month. Merge is growing fast and Chinese studios now out-earn Western merge studios in the West. A distinctive mechanic or theme is worth more than polish in a crowded format.
Expect clones
Clones follow any hit within weeks, and one publisher’s flagship was built from a Steam game’s prototype with no licence mentioned. Speed to market with a partner who can buy traffic is the defence; a contract is not.
07
Where mini games fit against the other mobile routes
The phone-maker Android stores (Huawei, Xiaomi, OPPO, vivo) take 50% of gross billings, and the giants are leaving them: Tencent pulled Dungeon and Fighter: Origin from them in 2024 and NetEase pulled games from OPPO, vivo and Xiaomi in November 2025, pushing players to official downloads and TapTap. TapTap takes no revenue share and lives on advertising, with about 45 million monthly users on XD Inc’s 2025 results. A mini game sidesteps the store cut entirely and trades it for the platform’s ad economy. For a casual game with strong retention and light assets, that is usually the better trade; for a mid-core game with a large build, the stores and TapTap are the route. The cost guide sets out the order of deductions on each.
Q
Common questions
- What is a WeChat mini game?
- A game that runs inside WeChat without an app-store install, opened from a link, a share or an ad. WeChat publishes the terms: 60% of in-app purchase revenue to the developer in cash plus 10% as ad credits, and 50% of ad revenue in cash. Douyin runs an equivalent platform with its own terms.
- Can a Western developer publish a WeChat mini game?
- Through a Chinese publisher, yes. Publishing, payments and the licence need a mainland entity, so the publisher rebuilds the game for the platform, integrates the Chinese SDKs, files for the licence, funds the acquisition and pays a share of revenue. Direct publishing by a foreign studio is not available.
- How much do mini-game publishers pay developers?
- A 50% share of ad revenue to the developer, on agreed reporting cycles with no upfront cost, is the shape of deal our mobile page describes; casual deals are also reported as an advance plus a share. Tencent’s published programme pays the developer 16.5 per 100 of raw ad revenue when Tencent funds the acquisition, a useful floor. No current contract terms for a Western studio are public.
- Does a mini game need a Chinese game licence?
- Yes, for a commercial release: the same approval process as any domestic game, filed by a licensed Chinese publisher. Vendor timing estimates for mini-game licences conflict (four to five months against six to eight), so ask the publisher what it has filed and check the NPPA’s monthly lists.
S
Sources
Figures and rules in this guide come from the following. Where a figure is a practitioner estimate rather than a published rule, the text says so.
- WeChat mini-game commercialisation terms, checked October 2026
- Douyin mini-game settlement rules, checked October 2026
- Tencent Ads, 优选 programme training document, June 2024
- AppInChina, the complete guide to WeChat mini games (vendor), 2026
- PocketGamer.biz, the key numbers on China’s mini-games market, 7 July 2026
- DataEye H1 2026 mini-game data, via 36Kr, 4 October 2026
- 36Kr, NetEase leaves the phone-maker Android stores, 25 November 2025
- XD Inc annual results, HKEX (TapTap), 27 March 2026
- Niko Partners, China approved 1,771 games in 2025, January 2026
- Sina Finance, import approvals to September 2026, 1 October 2026
- True Blue on Chinese publishers’ signing practice, Gcores (vendor), 2025