Crypto Payments for Gaming

Sell a skin, a battle pass, or a bundle of in-game currency, and the item is consumed long before a chargeback lands. Game studios and store operators eat the reversal, ban the account, and still pay the dispute fee. Players in half the world cannot even get their cards accepted.

Microtransactions and the chargeback meta

Chargeback abuse in games is organized enough to have guides. A player buys currency, spends it, then disputes the charge knowing the item cannot be repossessed in any meaningful way. Studios respond by banning accounts, which punishes the honest players caught in false positives and does nothing to recover the money. Small tickets make the economics worse, since a dispute fee can exceed the price of the item several times over. On top of that sits geography: players in Latin America, Southeast Asia, and Eastern Europe hit card decline rates that turn a global launch into a payments support queue. The processor's answer is usually a higher reserve.

Item grants you never claw back

When a payment confirms on-chain it is final, so the item grant and the money stay matched forever. There is no dispute to arbitrate months later and no reason to ban a paying account over a reversal that can no longer occur. Settlement is non-custodial, straight to wallets your studio controls, and every purchase gets its own address so crediting the right player account is a lookup, never a guess. The regions where cards fail are also the regions where crypto wallets are common, since players there already use stablecoins to hold value and to get paid in esports, trading, and play-to-earn economies.

Top-Up flows players finish

The purchase flow stays inside your store UI until the final step, where the hosted checkout presents an amount, an address, and a QR code. Desktop players pay from a browser wallet in two clicks. Mobile players scan and approve. On eligible stablecoin routes the checkout is gasless, which matters for a player whose wallet holds exactly the USDT they intend to spend. Your backend creates each payment through the API with the player id attached, then credits the account when the confirmation webhook fires. Stablecoins fit priced bundles, and the players who hold volatile coins from trading can spend those without cashing out first.

The terms, the same for every vertical

The fee is 0.5% per confirmed payment, prepaid. New accounts start with $50 of live credit, roughly the first $10,000 processed. Coverage spans 14 mainnet chains, listed live in the accepted coins directory. Checkout ships hosted, through the WooCommerce and OpenCart plugins, or by API, and settlement is non-custodial on every route. Legal obligations that apply to your business remain yours, and our acceptable-use policy applies to every account.

Common questions

How do we credit the right player account automatically?
Attach the player id and SKU when your backend creates the payment. Every purchase gets its own on-chain address, so the confirmation webhook arrives already tied to one order and one player. Crediting becomes a database write keyed on the payment id, with no matching heuristics and no support tickets about missing gems.
Does this stop the buy-spend-dispute pattern?
Yes, at the rails level. A confirmed on-chain payment has no dispute mechanism, so a player cannot spend the currency and then reverse the charge through a bank. Fraud teams stop arbitrating consumption evidence, and account bans go back to being about cheating instead of payment recovery.
Can players in high-decline regions actually use this?
Those are the players it fits best. In markets where issuers routinely decline game purchases, stablecoin wallets are everyday tools, used for savings and freelance income. A hosted checkout with a QR code works identically in Manila, Lagos, and Sao Paulo, with no issuing bank in the path to say no.

Run one payment end to end

Test mode ships with test credit. See the settlement land in your own wallet before your customers ever do.

Start accepting crypto