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Customer story · PC games

Madmind Studio sells straight to players, on its own terms.

A publicly listed studio making deliberately dark games needed a sales channel that neither takes 30% nor has opinions about its content.

No upfront costs. No credit card required.

Client
Madmind Studio
Location
Bydgoszcz, Poland
Industry
PC games
01
Up to 90% of sales revenue retained
02
250+ payment methods at checkout
03
Owned player emails and purchase data
01

The challenge

Steam is an enormous distribution channel, and for most studios that is the end of the argument. It also takes roughly 30% of every sale, which is a large share of the margin on an independent title.

For Madmind there was a second problem. Their games — Agony, Succubus — are dark by design, and content that sits awkwardly with a marketplace's policies is a commercial risk when that marketplace is your only route to players. They needed an alternative channel they controlled.

02

The solution

Fungies gave them a no-code, drag-and-drop store builder, so a fully branded storefront went up in minutes without pulling anyone off game development to do web design.

Payments run through our native integration with 250+ methods behind it, including cards, bank transfers, Google Pay, and Apple Pay, so players can pay however they normally pay. Payouts reach the studio's own account daily, which keeps working capital moving.

The developer dashboard records who logs in and who leaves an email at the cart, and that list exports to CSV.

The no-code store builder, set up for games.
The no-code store builder, set up for games.
Madmind Studio manage all of their games in one place.
Madmind Studio manage all of their games in one place.
An embeddable buy button or overlay puts a branded checkout anywhere.
An embeddable buy button or overlay puts a branded checkout anywhere.
03

The results

Selling direct means Madmind keeps up to 90% of sales revenue, against a much smaller share through a marketplace. It also makes bundles and exclusive offers possible that would not work on a larger platform.

The bigger change is knowing their audience. On a marketplace, player information is largely invisible to the developer. With their own store, Madmind holds the email addresses, which turns each release into something they can tell existing players about directly rather than hoping the storefront surfaces it.

Madmind Studio's storefront, with search, product pages, and checkout.
Madmind Studio's storefront, with search, product pages, and checkout.
Players can search the catalogue.
Players can search the catalogue.
The checkout keeps the studio's branding rather than ours.
The checkout keeps the studio's branding rather than ours.

What they used

Web store builder
A no-code store builder aimed at PC game publishers.
Storefront with e-commerce
Product pages, search, checkout, and tax-compliant payment infrastructure.
Developer dashboard
Games, players, and orders in one console, with player lists exportable to CSV.

Pricing

5% + 50¢

per sale, and nothing else

Negotiable at higher sales volume.

No monthly fee. No minimum. No card to get started.

One rate covers the whole stack. There is no tier that unlocks tax filing and no add-on for the store builder.

  • Payment processing
  • Tax calculation and filing
  • Fraud screening
  • Chargeback handling
  • Store builder and hosting
  • Every platform feature

Own the channel you sell your game through

Your storefront, your branding, your player list — and a commission that leaves you the rest.

No upfront costs. No credit card required.