In short
- A D2C stack has ten parts: storefront, player sign-in, catalog and pricing, item delivery, payments, tax, fraud and chargebacks, support, compliance, and reconciliation. Building means owning all ten. Buying hands most of them to a provider.
- The parts that cost most to build are the seller’s duties: tax registrations, chargebacks and consumer law. The parts that shape what players see, such as sign-in, offers and delivery, are the ones worth keeping in-house.
- Large publishers go both ways. Take-Two calls its D2C work primarily internally driven, and Playtika reports processing costs of 3% to 4% on its own platforms. EA buys, with Coda running its FC Mobile webstore as an authorized reseller.
- The hybrid route, your own storefront and accounts with a merchant of record’s checkout behind them, keeps the player experience in-house and hands the seller’s duties to the provider.
The ten parts of a D2C stack
Every web shop, bought or built, has to do the same ten jobs. The question is which ones you want to own.
| Part | What it does | If you build it | If you buy it |
|---|---|---|---|
| Storefront | The web pages players browse and buy from, on phone and desktop | Your front-end team designs and runs it | Provider’s hosted store with your branding, or its API behind your pages |
| Player sign-in and account linking | Ties the purchase to the right game account; logged-in links from the game | Your account service, extended to the web | Provider connects to your accounts; you still own the accounts |
| Catalog and pricing | Items, bundles, local price points, offers, web bonuses | Your tools and your pricing team | Provider’s catalog tools, fed from your game data |
| Item delivery | Credits the account after payment | Your game server receives payment notifications and credits items | Same: the provider notifies your server. Delivery stays yours either way |
| Payments | Cards, wallets and local methods, retries, routing between processors | Contracts with one or more PSPs and the code to route between them | Provider’s methods and routing |
| Tax | Sales tax and VAT calculated, collected, filed | Registrations, a tax engine, advisers, filings | Merchant of record handles it as the seller |
| Fraud and chargebacks | Screening, 3-D Secure, dispute evidence and responses | Fraud tools and someone to fight disputes | MoR screens and fights disputes; the contract sets who bears the loss |
| Support | Refunds, receipts, billing questions | Your support team and refund policy | MoR handles billing support; game support stays yours |
| Compliance | Consumer law, PCI DSS, sanctions, data protection | Your legal and security teams | MoR carries the seller’s share |
| Reporting and reconciliation | Matching orders, refunds, fees and payouts to the bank | Your finance team and data pipeline | Provider’s reports, which your finance team still reconciles |
Two rows stay with you whatever you choose. Item delivery runs on your game server in every model, and you remain responsible for what your game sells and how it presents prices. The rest can move.
What building in-house involves
Building the storefront is the smallest part of the job. The work sits behind it.
Accounts come first. A web shop needs a sign-in that works outside the app and a way to open the shop from the game with the player already signed in. In the US, the court orders in Epic v. Apple bar Apple from restricting “dynamic links that bring consumers to a specific product page in a logged-in state,” so the link from game to web shop is yours to design. If your game has no account system that works on the web, that is the first project, and it has to exist whether you build the shop or buy it.
When a payment succeeds, the provider notifies your server, and your server credits the items. A retried notification must not credit twice, and every credit needs a log that ties the payment ID to the item, the time and the player’s later use of it. That log is your evidence when a player disputes the charge. Apple adds one rule for iOS players: guideline 3.1.3(b) lets them spend web-bought consumables in the game only if the same items are also sold through in-app purchase.
Payment methods come one contract at a time. Appcharge, a web shop provider, reports from its own transactions that in the US the top three payment methods take about 75% of web store revenue, while in Europe no single method passes 30%. Each local method has its own price: on Stripe’s US pricing, Klarna costs 5.99% + 30¢, iDEAL $0.80 and Pix 2%. Covering Europe, Brazil and Japan properly means integrating and paying for methods one by one, and deciding whether to route between more than one processor.
Tax, fraud, chargebacks and consumer law are the expensive part. If you build the whole stack, you are the seller, with every registration, filing, dispute and consumer-law duty that comes with it. Merchant of record vs payment service provider lists each one and prices it at $1M, $10M and $50M a year.
Provider payouts rarely match a single order report. FastSpring, for example, warns sellers that its monthly statement total “will not match a single bank deposit.” When you build, you also build the pipeline that matches orders, refunds, chargebacks, fees and currency conversion to what arrives in the bank.
People are the ongoing cost. We found no public benchmark for how many engineers or finance staff an in-house web shop needs, so we won’t invent one. The calculator’s labelled defaults for running payments yourself are $45,000 a year for half of one person’s time on operations and disputes, and $30,000 for tax advice and filings. Replace both with your own figures. In the Appcharge and GDC survey, 54% of mobile studios said they had no staff dedicated to D2C.
What buying gets you
A web shop provider supplies the storefront, catalog tools, payment methods and, usually, a merchant of record checkout. You integrate your accounts and your delivery endpoint, load the catalog, and the provider is the seller. The fee replaces the tax, fraud and dispute work above, and most of the payments engineering.
Published prices vary in how much they include. Coda publishes 5% per transaction for Coda Webstore, says its pricing “includes handling of local taxes such as VAT or GST,” and says there is no extra cost for its payment methods. It does not say whether Codapay’s processing fees stack on top. Paddle publishes 5% + 50¢ for its checkout. Xsolla and Appcharge publish no merchant of record rate, and Stash’s site says pricing “depends on your transaction volume.” The provider fees table keeps the published figures side by side.
What you give up when you buy:
- Control of the checkout. Stripe’s merchant of record product, for example, accepts only Stripe-hosted Checkout or Payment Links, does not support custom domains, and sends receipts under the Onelink name.
- Some control of refunds and pricing. The contract may let the provider refund players or change prices without asking. The merchant of record guide lists the clauses to check.
- A margin on every sale for as long as you use the provider, including at volumes where doing the work yourself would cost less.
- Ease of leaving. Switching providers means moving players’ saved payment methods, purchase history and open subscriptions. Ask how each one moves before you sign.
Who builds and who buys
The public examples are all large publishers, and they go both ways.
| Publisher | Approach | What is on the record |
|---|---|---|
| Take-Two | Builds | On its February 2026 earnings call Take-Two said of its D2C work: “primarily, this is an internally driven thing for us.” President Karl Slatoff said: “It improves our margins.” |
| Playtika | Runs its own D2C platforms | 39.3% of revenue through D2C platforms in Q2 2026. Its 10-Q says payment processing and related costs are “typically 3 to 4%, compared to the 30% platform fee for third party platforms” |
| Electronic Arts, EA SPORTS FC Mobile | Buys | Webstore run by Coda Payments as authorized reseller, in 60 markets |
| Epic Games | Builds, and sells to others | Runs its own payments in Fortnite. Launched Epic Web Shops for other developers in June 2025, alongside a revenue share of 0% on the first $1M per product per year and 12% after that on Epic Games Store payments it processes |
Take-Two’s quote comes from a transcript published by The Motley Fool, not from a company filing; Take-Two has not published a D2C revenue figure. Playtika’s 3% to 4% is its own statement in an SEC filing, and it is the clearest public figure for what payments cost a large publisher that runs its own platform.
EA’s choice is the one to study if you are a large publisher that buys. As an authorized reseller, Coda is the seller the player pays, which is how a merchant of record works. EA keeps the game, the items and the player; Coda carries the sale.
The hybrid options
Most of the decision is where to draw the line between your code and the provider’s. Four set-ups are common:
| Set-up | You own | The provider owns | Who is the seller |
|---|---|---|---|
| Hosted web shop | Catalog, delivery endpoint, branding | Storefront, checkout, payments, tax, disputes | Provider (MoR) |
| Your storefront, MoR checkout | Storefront, accounts, catalog, offers, delivery | Checkout, payments, tax, fraud, disputes | Provider (MoR) |
| Your storefront, PSP checkout, bought tax and fraud tools | Everything except card processing and the tools | Card processing, tax calculation, fraud scoring | You |
| Split by market | Your PSP set-up where you already file tax | An MoR everywhere else | You in some markets, the MoR in others |
The second row is the usual middle ground. You keep the parts players see and the data on what they buy, and hand the seller’s duties to the provider. It depends on the MoR offering an API or embedded checkout, and not all do.
Questions that decide it
- Do your game accounts work outside the app, and can your server credit a web purchase safely? If not, start there. You need both whether you build or buy.
- What will your web sales be in year one and year three? The worked comparison at list prices shows running payments through Stripe beats Paddle’s list price only while your own tax and payments costs stay under about 2.2% of web sales: $22,000 a year at $1M, $220,000 at $10M. Our judgment is that below about $10M a year few studios can run the seller’s duties within that budget. The calculator shows where your own numbers cross.
- Which countries matter? Each new market adds payment methods to integrate and, if you are the seller, a tax registration.
- Who in your company would own tax filings, disputes and reconciliation, and do they have the time today?
- Which parts of the player experience do you need to control: the storefront, the offers, the checkout page, the receipts? Rule out providers that cannot give you those.
- How would you leave? Ask each provider how saved payment methods, purchase history and subscriptions move to another provider, and get it in the contract.
- How fast do you need to launch? If the answer is this quarter, buy the seller’s parts now and revisit at the volume where building pays. The launch checklist sets out the first 90 days.
Questions studios ask
Should a game studio build its own web shop?
Build the parts that shape the player’s experience and that you already run, such as accounts and item delivery. Build the seller’s parts (tax, chargebacks, consumer law) only if you have the volume and the finance team to run them. Our worked comparison on the merchant of record vs payment service provider page finds that running payments through Stripe beats Paddle’s list price only while your own tax and payments costs stay under about 2.2% of web sales, which is $220,000 a year at $10M. In our judgment, few studios below about $10M a year can run those duties for less, so buying usually costs less.
What does a web shop provider do that a payment processor doesn’t?
A web shop provider supplies the storefront, catalog tools and often a merchant of record checkout, so it is the seller for tax and disputes. A payment processor such as Stripe or Adyen takes the card payment and leaves the storefront, tax and disputes with you.
Can I use my own storefront with a merchant of record?
Often, yes. Several MoRs offer an API or embedded checkout behind your own pages. Some limit it: Stripe’s merchant of record product accepts only Stripe-hosted checkout and does not support custom domains.
How long does it take to build a web shop in-house?
We found no public benchmark. The time depends on whether your game already has accounts that work outside the app and a server that can credit purchases. Those two usually take longer than the store pages.
Sources
- Take-Two Interactive Q3 FY2026 earnings call transcript · The Motley Fool · 3 Feb 2026
- Playtika Form 10-Q for the quarter ended 30 June 2026 · Playtika (SEC)
- Playtika reports Q2 2026 financial results · Playtika · 6 Aug 2026
- EA SPORTS FC Mobile webstore launch · Electronic Arts
- Coda partners with EA SPORTS FC to launch FC Mobile webstore · Coda Payments (PR Newswire)
- New Epic Games Store webshops and revenue share update · Epic Games · 1 May 2025
- App Review Guidelines, section 3.1.3(b) · Apple
- Epic Games v. Apple, No. 25-2935, opinion of 11 December 2025 · US Court of Appeals for the Ninth Circuit
- Inside $700M of mobile game DTC transactions: 2026 report · Appcharge (web shop provider) · 15 Jan 2026
- Appcharge State of the D2C market · GameDev Reports (Appcharge and GDC survey) · 7 Jul 2026
- Stripe local payment methods pricing · Stripe · checked 17 Sep 2026
- Managed Payments eligibility · Stripe
- Managed Payments: how it works · Stripe
- Coda pricing · Coda · checked 17 Sep 2026
- Transaction reports and statements · FastSpring
- Paddle pricing · Paddle · checked 17 Sep 2026
- Stash merchant of record · Stash · checked 17 Sep 2026
- Tebex Headless API · Tebex
- Tebex Checkout API · Tebex
- Tebex.js · Tebex
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