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D2C models: MoR, PSP and web shops

Who is the seller, who carries the risk, and what each set-up means for your books and your team.

  1. D2C in games: the executive briefingWhere game revenue is moving off the app stores, which rules changed in 2025 and 2026, what selling direct does to your P&L, the risks, and a 90-day plan.Reviewed 6 October 2026 · 9 min
  2. Mobile game web shops: how they work, what they earn, what they costHow a mobile game web shop works end to end, which games run one, the bonuses they give, what publishers report earning, and a checklist for deciding to build.Reviewed 7 October 2026 · 10 min
  3. Selling direct on PC: your own store, your launcher, and Steam's rulesWhat a PC game can sell on its own site or launcher, what Steam's public rules say about in-game purchases and links, Epic's 0% on own payments, and account linking.Reviewed 18 September 2026 · 7 min
  4. What a merchant of record does for a game studioA merchant of record is the legal seller of your in-game items. What it takes on, what stays with you, when it isn’t worth the fee, and what to check in the contract.Reviewed 19 September 2026 · 11 min
  5. Merchant of record vs payment service provider: the full cost for a game studioWhat you take on when you sell through a payment service provider instead of a merchant of record, what each costs at $1M, $10M and $50M a year, and when each wins.Reviewed 21 September 2026 · 17 min
  6. Build or buy your D2C stackWhat building a game web shop in-house involves, what buying one gets you, which publishers build, the hybrid options in between, and the questions that decide it.Reviewed 17 September 2026 · 10 min
  7. How merchant of record sales work in your accounts: a guide for finance teamsHow a merchant of record sale reaches a studio's books: who your customer is, self-billed invoices, gross or net revenue, VAT on your supply, US forms and month-end.Reviewed 20 September 2026 · 15 min