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Games · In-game store

Sell inside the game, without sending anyone to a browser.

The moment a player wants a currency pack is the moment they are playing. Unity and Unreal SDKs put the purchase in your own HUD, drawing on the same catalogue as your web store, so nothing has to be kept in sync by hand.

No upfront costs. No credit card required.

Already selling with Fungies

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engines with a documented SDK
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catalogue behind in-game and web
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payment methods offered to players
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app-store cut you avoid selling direct

Selling at the moment of intent

001
Native

The purchase happens in your UI

The SDKs give you the catalogue and the payment flow, not a prefabricated shop screen. You draw the store to match your game, and the player never sees a layout that belongs to someone else.

002
Synced

One catalogue, two surfaces

Items, bundles, currency packs and subscriptions are defined once. The in-game store and the web store read the same list, so a price change or a new bundle does not need shipping twice.

003
Payments

Players pay how they normally pay

Cards and wallets, but also bank redirects, vouchers, buy-now-pay-later and local methods chosen for the player's country — plus crypto and stablecoins where that is what they hold.

004
Server-side

Entitlements from webhooks

Your server grants the item on the payment event rather than trusting the client. That is also what makes refunds, chargebacks and subscription lapses revoke access correctly.

The dashboard listing in-game items, bundles and virtual currency packs with their prices.
One catalogue behind both the in-game store and the web store.

Wiring the store into the game

  1. 01

    Build the catalogue

    Create the items, bundles and currency packs in the dashboard. This is the same catalogue your web store sells from.

  2. 02

    Drop in the SDK

    Add the Unity or Unreal package and authenticate with the API key from the dashboard. It fetches the catalogue and opens the payment flow.

  3. 03

    Draw your own store screen

    Lay the shop out in your game's own style. The SDK supplies data and checkout; the interface is yours.

  4. 04

    Grant on the webhook

    Your backend listens for the payment event and awards the item. Never fulfil from the client — that is the path an exploit takes.

Merchant of Record

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.

What it takes
Fungies
Processor only
01 Tax registration
None needed — we are already registered.
You register for VAT and sales tax per market.
02 Tax calculation
Real-time rates on every transaction.
You wire up a tax engine and maintain it.
03 Remittance
We file and pay the authorities directly.
You file monthly, quarterly, and annually.
04 Audits
We answer the tax authority.
You keep the records and take the questions.
05 Chargebacks
Disputes and fraud handled for you.
Your team fights each case.
06 Pricing
One commission, only when you sell.
Processor fee plus tax software plus consultants.
07 Accounting
You receive net revenue.
Gross receipts plus a tax liability to track.

What you can sell in-game

Virtual currency
Packs at whatever tiers you price them, with the bigger-pack discount handled as ordinary pricing.
Items and cosmetics
Individual assets, skins and unlocks, each with its own product record and its own delivery event.
Bundles and chests
Group several items into one purchasable offer without duplicating the underlying products.
Subscriptions and battle passes
Recurring plans with trials and custom intervals, renewing and lapsing without you writing the billing.
Unity and Unreal SDKs
Documented SDKs over the same REST API, so anything the SDK does you can also do server to server.
Tax on every purchase
We are the seller of record, so VAT, GST and sales tax on a currency pack sold anywhere are calculated and filed by us.

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

In-game store questions

Put the shop where the player already is

Build the catalogue once, drop in the SDK, and sell currency, items and passes without a browser in the way.

No upfront costs. No credit card required.