At one point, everyone end up calling the day and defining their project as "ready for primetime". What many ignore, is that the hard part starts now. If you think that make a game is hard, now you will find out that it was actually not as hard as market and promote your game; and be sure that you actually get paid. You heard horror stories about "fake publishers"; so if you want to go for that route, at least pick one that sell decent games and has a decent exposure on the market. If you want to try your luck alone; then you have to think about where to sell your game and how to protect it from copies. For mobile games, you can rely on Google or Apple stores; but if you sell for linux, OSX and Windows, the situation is a bit more complex. Steam so far seems to be the safest place. The game has to be cracked (the Steam DLL is included in the executable), so that give you confidence that the average joe can't just grab your unity folder with your executable and run the game. Of course any game can be cracked; so it is not 100% safe, but this method cut off most of the Sunday pirates out there. API integration is straightforward, but you pay a cut of your sales to Steam, and a 1 time fee of 100 USD for the submission of the game. Not much in the long run; except if you sell 10 copies. I never tried GOG, so not sure if they allow submissions, but by definition, GOG games have no protection, so anyone can copy it. Then you have the free services like itch.io and gamejolt; although I am not aware of any protection they implement, so you are on your own there, but you can post as many games for free there. Unity web player has been deprecated, so your only way to protect your work is to publish it as OGL runtime; so it can run in the browser and again, the average joe can't just rip your game without put a lot of efforts (and let's face it, if you post on a free host, your game is not even worth to spend time cracking it ) Last option I explored is to post it on your web site, take paypal payments and manage everything on your own, including implementing a copy protection method. Didn't find much on the topic; at least related to Unity. Costs for the copy protection system may bite your poor wallet, and if you do something wrong, you fundamentally waste money and allow people to rip your game easily; so it is not a one click solution for free. What is your experience with publishing and protecting your work? I am curious to see what others do, and learn the easy way (so without try things and subsequently loose money). I see many indie games on Steam, so I take it as being the safest way so far, at least for games you want to sell.