Hand us the web shop, keep making the game.
A direct channel earns more per sale and costs attention you would rather spend on the build. Under the managed model our team runs the storefront and the campaigns pointed at it, and takes the campaign risk on our own budget.
00 - job left for you: upload what you sell
00 %- store commission the channel avoids
- $
00 - campaign budget from you
00 +- payment methods on the shop
What the managed model covers

Store management
Layout, product pages, pricing presentation, bundles, seasonal changes and the day-to-day upkeep of the shop. Your only job is uploading the keys, assets or items you want sold.

Campaigns on our budget
Performance marketing across the channels that fit the game — search, social, video. We fund and run them, which means we carry the downside of a campaign that does not work.

Strategy that matches yours
The shop is part of your brand, not a discount outlet bolted onto it. Positioning, pricing and promotional timing are agreed with you rather than optimised in isolation.

The platform underneath
Everything the self-serve product does still applies: key delivery, in-game SDKs, 250+ payment methods, and us as Merchant of Record handling tax worldwide.
How an engagement starts
- 01
Talk to us first
This one is not self-serve. We look at the game, the traffic it already has and whether a managed channel is worth running.
- 02
We build the shop
Storefront, product pages, branding and domain, set up against your existing site rather than beside it.
- 03
You upload what sells
Keys, in-game assets, bundles, subscriptions. This is the part that has to come from the studio.
- 04
Campaigns go live
We run and fund acquisition against the shop, and you watch the result in the same dashboard as everything else.
You could do all of this yourself
Selling digital goods across borders means registering for tax in each market, wiring up a tax engine, and answering for every dispute. As your Merchant of Record, that is our name on the paperwork instead of yours.
Who this suits
- Small teams without a marketer
- Studios where the person who would run campaigns is also the person shipping the patch.
- Games with existing traffic
- A title already getting organic search and video attention that nobody has time to convert.
- Launches with a fixed window
- A release date where the storefront and the campaigns have to be ready at once rather than iterated later.
- Back catalogue
- Older titles still selling steadily, where a direct channel adds margin without needing new development.
- Studios testing direct sales
- Teams who want the channel proven before committing internal headcount to running it.
- Publishers with several titles
- One arrangement covering multiple shops rather than a storefront project per game.
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
Teams like yours, already shipping
All customer stories →Nimblebit and Superscale
A Tiny Tower web store, built in hours
Nimblebit sells in-app purchases directly to players instead of paying a 30% app store commission on every one.
Abrams Studios
A three-person studio with its own storefront
The makers of Morels: The Hunt added a branded shop to their existing site with no upfront cost and no maintenance.
Lantana Games
A self-distribution web shop, set up in minutes
An award-winning Boston studio added Steam key sales on its own site and made it a core distribution channel.
Managed store questions
More for game studios
- Game studios → Own your distribution and keep the store's cut.
- Game keys web shop → Sell Steam and Epic keys straight to players.
- Web store for mobile games → Take IAP direct and skip the app-store commission.
- In-game store → Unity and Unreal SDKs, synced with your website.
- Game website builder → Launch a game site from a template, no code.
- Developer dashboard → Assets, players, and payment methods in one console.
- Payment integration → Payments already wired, in the game and on the web.
Let someone else run the shop
Talk to us about whether a managed store fits your game, and what we would run behind it.





