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Take 1.0%, not the 30% store cut

Sell gems and passes from your own web shop in USDT or USDC — no store keeps a cut of every top-up — and each purchase credits your Paymos balance, never to be reversed.

Take 1.0%, not the 30% store cut

Where in-app revenue evaporates between the player and your treasury

Why does a third of every in-app purchase leave before you see it?

Four ways the app-store and card stack bleed in-game purchase revenue.

App stores retain 30% of each in-app purchase

The 30% platform cut applies to every gem, gold pack, and battle pass bought inside an iOS or Android app. For a free-to-play title doing meaningful monthly purchase revenue, that's a huge slice going to the platform before you pay for servers, content, or user acquisition. Regulation has cracked the door — you can bill players outside the app store now — but you need a non-store payment rail that actually works for in-game purchase economics. That's the entire web-shop play.

A fixed per-charge fee makes the smallest pack unprofitable

Card processing carries a fixed per-charge fee plus a percentage. That math is fine on a large pack; it's brutal on a sub-dollar starter pack, where the fixed fee alone can be most of the price. The starter pack and the impulse chest — the conversion levers every gacha and mid-core title runs on — become structurally unprofitable on cards. The whale's large package still clears fine; it's the cheap-item funnel, the engine of free-to-play, that breaks on cards.

Event spikes push your dispute rate into a monitoring program

Mobile-game revenue isn't smooth — seasonal events double monthly purchases overnight. A recurring-billing add-on takes its cut on the whole spike, and worse, parent-child disputes ("my kid bought a stack of currency") push the chargeback rate well above baseline during events. Each chargeback costs a fee plus the reversed amount, and once you cross the card network's threshold you land in a monitoring program — for an event that lasts two weeks.

Your top spenders live where cards fail most

A large share of global in-game purchase revenue comes from Korea, Japan, Turkey, and similar markets — exactly where card coverage has gaps, where local banks decline many foreign-issued top-ups, and where currency swings break card limits within a single play session. The whale who'd happily drop a big payment on a banner already pays in stablecoins in daily life — and you're forcing them through a card rail that rejects the transaction.

How a web-shop on stablecoins keeps the revenue

What changes when a top-up settles in stablecoins?

Four things that go right when in-game purchases leave the store-and-card stack.

Outside the app store entirely — your cut, not the platform's

The platform still controls the in-app experience; the regulation just means you can point players to a web-shop. The player tops up gems on your site, the balance shows up in-game on next login, and the payment never touches the store's billing. The platform's 30% cut on the purchase goes away, the money credits your Paymos balance the moment it clears, and a paid top-up can't be reversed.

Micro-purchase economics work — no per-charge floor

Stablecoin settlement has no fixed per-charge component, so a sub-dollar pack keeps its margin instead of losing most of it to a floor built for retail. The cheap items that drive free-to-play conversion — the first non-zero purchase predicts every future one — become profitable instead of subsidised. The conversion funnel survives, and each purchase credits your Paymos balance final.

Event spikes settle the same — and the parent-dispute vector is gone

A seasonal event doubles your monthly purchases, and the rate stays the same through every event — no surcharge on the incremental spike. A stablecoin payment also removes the parent-dispute vector entirely: there's no card on file to dispute against, so the "my kid bought it" chargeback that pushes you into a monitoring program simply can't happen. The settled purchase is final.

Whale geography stops being your weakest payment surface

A player in Seoul, Istanbul, or São Paulo pays in stablecoins — the household savings instrument in markets where local currency swings. A player at home pays the same way. All of them credit your Paymos balance, with no card coverage gap, no local-bank decline, no currency-limit surprise. The whale geography stops being your weakest payment surface, and no processor can shut you down for serving it.

In-game purchase flows on stablecoins today

Which purchase types run cleanly on a wallet rail?

Four flows from real game web-shops — gem top-ups, battle pass, cosmetics, web3 items.

Free-to-play top-ups — gems, gold, energy

The core loop: the player buys gems on the web-shop, gems unlock pulls, the pull drops the character. Web-shop checkout settles in seconds, the player's balance updates on next login via your fulfilment webhook, and the store cut disappears. The purchase credits your Paymos balance final the moment it clears — no reversal weeks later.

Battle pass and seasonal content — deadline-pressure purchases

The battle pass is the highest-converting item in the catalogue because the deadline is real — buy by season end or lose access. Web-shop battle-pass purchases settle in stablecoins, and the season-launch spike, where you might sell more passes in a weekend than a normal month, carries no surcharge and no parent-dispute risk. Each pass is paid and final.

Cosmetic-only purchases — skins, mounts, emotes

Cosmetic purchases avoid the pay-to-win backlash and the regulatory scrutiny loot boxes attract. Skins, weapon camos, and UGC items settle clean on a wallet rail: a higher-value item with no fulfilment risk (cosmetic is a pure metadata flip), making this the cleanest category to migrate first. The payment credits your Paymos balance and stays final.

Web3 game crossover — tradeable in-game items

For titles where items are player-tradeable assets held in the player's own wallet (swords, in-game land, character skins), the player pays in stablecoins and receives the item to that wallet in one fulfilment flow. Paymos settles the payment; your backend issues the item against the receipt webhook. This is the premise of crossover titles where the in-game economy and the wallet economy are the same surface.

Mobile game web-shops on stablecoins

Frequently asked questions

How does the web-shop credit the in-game balance after payment?
The player pays on your web-shop and Paymos confirms settlement with an HMAC-SHA256 webhook carrying the order ID and amount. Your fulfilment handler credits the gems, gold, or pass to the player's account, and the balance shows up in-game on next login. The payment confirms in seconds on a fast network like Base or Polygon, so the player rarely waits — and because the payment is final, there's no reversal to claw the items back later.
Is selling outside the app store actually allowed?
Regulation and recent rulings have opened the door: you can point players to a web-shop and bill them outside the store's billing system. The platform still controls what happens inside the app, so the usual pattern is to sell the top-up on the web (in a browser, not via the in-app purchase API) and reflect the balance in-game. Paymos handles the web-shop payment leg; how you surface the web-shop to players is your product decision within the platform rules.
How does this remove parent-child chargebacks?
A card chargeback needs a card on file to dispute against. A stablecoin payment is signed by the payer and final on confirmation — there's no card-network dispute mechanism, so the "my kid bought a stack of currency" reversal that spikes during events simply can't happen. That also keeps you out of the card network's monitoring program, which triggers when a dispute ratio crosses a threshold during a high-volume event.
Which networks and stablecoins fit cheap packs versus whale packages?
For sub-dollar and impulse packs, fast networks like Base and Polygon keep the settlement leg negligible. For large whale packages, the customer often prefers a network they already trust. USDT on Tron is the default many players hold in Korea, Turkey, and similar markets where it's the household stablecoin; USDC is common elsewhere. Let the player pick the network and stablecoin at checkout — they know which wallet holds their funds.
How do refunds work for a mistaken purchase or a bad item grant?
You decide the policy, Paymos executes the transfer. If you refund a mistaken top-up or a failed grant, you initiate an outbound transfer from your Paymos balance to the player's through the dashboard or API. There's no per-refund processing fee, and because the original payment was final, there's no dispute-fee exposure. You'd typically reverse the in-game grant in your own system at the same time.
Can we keep the app-store IAP and add a web-shop on stablecoins?
Yes, and that's the common pattern. Keep the in-app purchase path for players who prefer it, and offer the web-shop on stablecoins for the players and markets where it wins — the cheap-pack economics, the event spikes, and the geographies where cards fail. Your fulfilment system credits balances the same way regardless of which rail the payment came through, so the in-game economy stays consistent.

Honest disqualifier

When NOT to use Paymos for a game web-shop

Four cases where the in-app purchase path or cards are the right call.

Your players are casual and won't leave the app to a web-shop

If your audience is casual players who won't tap out to a browser to top up, the web-shop conversion may not justify the move — the in-app purchase path keeps the funnel inside the game even at the store's cut. The web-shop wins with engaged spenders, event-driven titles, and markets where cards fail. For a purely casual base, the friction can outweigh the saved cut.

Your title is tiny and the store cut isn't your bottleneck

If purchase revenue is small and your real constraint is acquisition or retention, building and operating a web-shop is effort better spent elsewhere. The store cut hurts most at scale; below a certain revenue level the in-app purchase path is simpler and the saved cut doesn't move the business. Revisit when purchases become a meaningful line.

You lean on a processor's fraud scoring and geo-gating

Paymos has no player-identity layer: no behavioural fraud model, no age checks, no country gating. Whatever screening your title needs — refund-abuse detection, region locks, a minors policy — keeps running in your own stack or your current vendor's. If that tooling is what holds your store rating and your regulatory posture together, don't move the purchase flow until it's covered elsewhere.

Your players are children who can't hold a wallet

If your core audience is young children, asking them to hold a stablecoin wallet isn't realistic, and the parent-paid flow on a family card may fit better despite the cut and the dispute risk. The wallet rail fits titles whose spenders are adults with their own wallets. For a kid-first title, weigh the conversion reality before moving the purchase flow.

Pricing

1.0% per settled order. No per-transaction fee, no event surcharge

Same rate on the sub-dollar pack and the whale package, at any size. High-volume tier at 0.3% on request. The app stores take 30% on every in-app purchase, and card processing runs about 3% all-in with a fixed per-charge fee that can swallow most of a cheap pack.

See pricing

Keep the revenue from every gem you sell