In short
- Listed mobile publishers now report a large share of revenue through their own web shops. Playtika put its share at 39.3% in Q2 2026, up from 25.3% a year earlier. Huuuge reported 42.5%.
- The rules moved your way in 2025 and 2026. US iOS games may link to a web shop and Apple takes 0% on those sales for now. Apple’s EU terms, in force since 1 October 2026, and Google’s new fee tables charge less on web purchases than on in-app ones.
- Web sales replace a store fee of up to 30% with payment, tax and fraud costs you now carry. Stillfront says selling direct lowers net revenue but raises gross profit and gross margin.
- The risks are weaker conversion on the web, players who never hear about your shop, and a legal reversal. Apple’s appeal is before the Supreme Court, and Google’s contested US link fees have been due since 1 October 2026.
- In the next 90 days, model your numbers at several fee levels, choose a merchant of record or a payment service provider, and launch to your biggest spenders first.
39.3%
Playtika revenue through its own D2C channels, Q2 2026 (25.3% a year earlier)
Playtika Q2 2026 results0%
Apple’s fee on US purchases made through a link from the game, until a court approves one
Ninth Circuit, 11 Dec 202522%
Share of the top 50 US iOS grossing games running a web shop, October 2025 (Naavik estimate)
NaavikWhere the money is moving
A handful of listed mobile publishers now take 40% or more of their revenue outside Apple’s and Google’s billing, and DoubleDown has passed half. Several large listed companies, including Take-Two, do not publish a percentage.
| Company | D2C share | Period | A year earlier | Reported in |
|---|---|---|---|---|
| DoubleDown Interactive | 52.4% of social casino revenue ($40.5m) | Q2 2026 | 15.4% | Company results |
| Stillfront | 46% of bookings | Q2 2026 | 39% | Interim report |
| Huuuge Games | 42.5% of revenue (about 45% in July) | Q2 2026 | n/a (Q1 2026: 41%) | Company results |
| Playtika | 39.3% of revenue ($286.9m) | Q2 2026 | 25.3% | Company results |
| MTG | 38% of group revenue | Q2 2026 | 24% | Interim report |
| Light & Wonder, SciPlay segment | 29% of SciPlay revenue ($53m) | Q2 2026 | 18% | Quarterly filing (10-Q) |
| Ten Square Games | 24% of group bookings (Fishing Clash 33%) | June 2026 (one month) | n/a | Half-year report |
| G5 Entertainment | 17.2% of mobile revenue processed directly | Q2 2026 | n/a (Q1 2026: 11.0%) | Interim report |
Every row comes from the company’s own release, report or filing. Each company measures against a different base (revenue, bookings, one segment, one month), so compare the direction of travel rather than rank the numbers. The D2C share tracker adds each quarter as it is reported.
Take-Two will not give a number. On its February 2026 call Strauss Zelnick said mobile direct-to-consumer “delivered its strongest quarter on record”, called the share “meaningful”, and said he expects “third-party take rates” to keep falling.
Estimates for the wider market point the same way. Each comes from a firm with its own method. Appfigures estimates App Store revenue from outside Apple, and Appcharge sells web shops:
- AppMagic estimates US mobile game D2C revenue grew 26% in 2025, and 38% among the top 100 grossing titles.
- Sensor Tower estimates that about 30% of the US revenue of the top 100 casino games in H1 2026 came through web shops, and that Monopoly GO’s web sales reached around a third of its revenue.
- Appfigures data reported by the Financial Times shows Apple’s US App Store commission revenue down 18% since the start of 2026.
- According to Appcharge, a web shop provider, and its survey with GDC, mobile game D2C was worth about $17bn in 2025, roughly 15% of $113.3bn in mobile in-app spending.
What changed in the rules, 2025 to 2026
Until April 2025, Apple charged 27% on US links to web checkouts and banned them in most other countries. Now several stores allow links, at different prices. The detail sits on each rules page; this is the short version.
| Date | Platform | Change | Detail |
|---|---|---|---|
| 30 Apr 2025 | Apple, US | Court bars Apple from charging on linked purchases or restricting link design. Apple then opens its US rules to buttons and links. | Apple US |
| 11 Dec 2025 | Apple, US | Ninth Circuit: Apple may charge a cost-based fee once the district court approves one. 0% until then. | Apple US |
| 18 Dec 2025 | Apple and Google, Japan | Smartphone competition law in force. Apple link-outs at 15% (10% reduced). | Rest of world |
| 18 Jun 2026 | Apple, Brazil | Link-outs at 15% (10% reduced), alternative payments alongside Apple’s. | Rest of world |
| 30 Jun 2026 | Google Play, US, UK, EEA | New fee table. The 5% billing fee applies only to Play Billing, not to web links. | Google Play |
| 30 Jun 2026 | Apple, US | Supreme Court agrees to hear Apple’s appeal of the contempt finding. | Apple US |
| 13 Aug 2026 | Apple, US | Apple proposes 15% (10% and 5% for some programs) on linked purchases. Not approved. | Apple US |
| 30 Sep 2026 | Google Play, Australia and Japan | New fee table and billing choice program take effect. | Rest of world |
| 1 Oct 2026 | Apple, EU | Unified terms take effect: in-app purchase 26%, link-out 15% on sales within 7 days of the tap. | Apple EU |
| 1 Oct 2026 | Google Play, US | Google’s fee of 20% (10% on the first $1M) on purchases within 24 hours of a link click falls due. Contested. | Google Play |
Two things have not moved. Steam still requires in-game purchases to go through the Steam Wallet (Steam), and console makers still require their own billing or keep their terms private (consoles).
What it does to the P&L
On $100 of player spend, before your own payment costs:
| Route | Platform fee | Reaches you before payment costs |
|---|---|---|
| Apple in-app purchase, standard | 30% | $70 |
| Google Play Billing, US existing installs above the first $1M (25% service + 5% billing) | 30% | $70 |
| Google web link, US, since 1 Oct 2026 (contested) | 20% | $80 |
| Apple link-out, EU, since 1 Oct 2026 | 15% | $85 |
| Apple link-out, US, if the proposed 15% is approved | 15% | $85 |
| Apple link-out, US, today | 0% | $100 |
| Player buys on your web shop with no in-app link (email, social, community) | 0% | $100 |
The publishers that report D2C describe the effect in similar terms. Playtika’s quarterly filing puts payment processing and related costs on its direct sales at “typically 3 to 4%, compared to the 30% platform fee for third party platforms.” Its CFO said on the Q2 2026 call that cost of revenue fell 1.5% year on year, “primarily driven by lower platform fees resulting from the continued growth of our DTC business.” Take-Two’s president Karl Slatoff put it in four words: “It improves our margins.”
Stillfront’s wording is the most useful for a board, because it warns about the top line as well. Its Q2 2026 interim report says moving bookings to its own platform “is negative for net revenue but accretive to gross profit and gross margin.” Stillfront’s gross margin was 84% in the quarter, up from 82%. Two things can produce that pattern for you: a lower web price given to move players, and a provider that resells your goods so you book only its payout as revenue. A currency bonus does not change revenue per dollar of spend, because the player pays the same price and gets more items. The margin accounting page works through the cases. Your auditors decide the second point, so ask them before the board sees a revenue dip.
The platform fee is only the first line. Card processing, currency conversion, sales tax and VAT (the store used to collect and remit these as the seller), fraud screening, chargebacks and payouts all land on the web side. Published prices show the spread. Paddle, a merchant of record, lists 5% + 50¢ per transaction with tax and chargebacks handled. Stripe, a payment service provider, lists 2.9% + 30¢ for US domestic cards, plus 1.5% for international cards, 1% for currency conversion and $15 per dispute ($15 more if you contest it). Tax filing and fraud losses stay with you.
Visa’s threshold for excessive fraud and disputes fell to 1.5% of transactions on 1 April 2026 in the US, Canada, the EU and Asia Pacific. With a payment service provider, that ratio is measured on your own merchant account. The line items are on hidden fees, and the choice of model on merchant of record vs payment service provider.
The risks worth putting in front of the board
Players convert less on the web
The only public controlled test comes from RevenueCat, a subscription-billing vendor, and it is for a subscription app, Dipsea, not a game. In-app purchase converted 27.0% of users and the web link 18.1%. Game data is thinner. Tim Sweeney told The Verge that about 40% of Fortnite’s US iOS players chose Epic’s payment option in the two weeks after the game’s return, with 20% back in Epic Rewards as the incentive. That is a share of players, not of revenue. The business case rests on moving a share of your largest spenders, who buy often, rather than converting every payer.
Most players never hear about the shop
In Appcharge’s survey with GDC, studios named player awareness (50%) and player acquisition (41%) as their top barriers to D2C. 54% had no staff dedicated to D2C. Driving traffic covers what the high-share games do.
The rules can reverse
Build the plan so it still pays at 15% on US iOS links, and check whether it survives 27%.
You take on the store’s back office
With a payment service provider, sales tax registrations, VAT returns, fraud screening and chargeback disputes become your team’s work. A merchant of record takes most of that on in exchange for a higher fee. Either way, chargebacks and fraud and tax need an owner before launch.
A 90-day plan
| Days | Decide or do | Owner |
|---|---|---|
| 1–30 | Pull spend by platform, country and payer tier. Model net margin at Apple 0%, 15% and 27% in the US, Google 20%, Apple EU 15%. | CFO, head of monetization |
| 1–30 | Choose merchant of record or payment service provider, and build or buy. Read build vs buy. | CFO, CTO |
| 31–60 | Shortlist two or three providers against a written RFP. See choosing a provider. | Head of monetization, finance |
| 31–60 | Set the web incentive and check the currency economy can carry it. See offers and bonuses. | Game economy lead |
| 61–90 | Launch to US iOS players and your top spenders on every platform, with logged-in deep links. | Product |
| 61–90 | Report web share of revenue, repeat purchase rate and chargeback ratio weekly. Brief the board with the first month of data. | Finance |
Start with the first row this week. The spend breakdown by payer tier decides whether a web shop is worth building at all.
Questions studios ask
What does D2C mean in games?
Direct to consumer: the player pays the studio (or a merchant of record acting for it) on a web shop or in the studio’s own launcher, instead of paying Apple, Google or Steam inside the store’s billing system. The game still delivers the item.
How much of their revenue do game companies make from D2C?
Among listed publishers that report it, recent figures run from 17.2% (G5, mobile revenue) to 52.4% (DoubleDown, social casino revenue). In Q2 2026 Playtika reported 39.3% of revenue, Huuuge 42.5%, Stillfront 46% of bookings and MTG 38% of group revenue. Most publishers, including Scopely, Supercell and Take-Two, do not disclose a figure.
Does selling direct increase profit?
The listed publishers that report it say so. Playtika’s CFO said lower platform fees from D2C cut its cost of revenue, and Stillfront says D2C is accretive to gross profit and gross margin. The gain depends on your payment costs, the bonus you give players to move, and whether Apple or Google charge on linked purchases.
Could the US rules change back?
Yes. Apple has asked the district court to allow a 15% fee on linked purchases, and the Supreme Court will hear Apple’s appeal of the contempt finding. Model 0%, 15% and 27% before you commit.
Is D2C only for mobile games?
No. PC games sell on their own sites and launchers, subject to each PC store’s rules. Epic takes 0% when a game uses its own payment system; Steam requires its own wallet for in-game purchases.
Sources
- Playtika Holding Corp. reports Q2 2026 financial results · Playtika · 6 Aug 2026
- Huuuge, Inc. announces H1 and Q2 2026 financial results · Huuuge Games · 16 Sep 2026
- Playtika quarterly report (Form 10-Q), Q2 2026 · Playtika (SEC EDGAR)
- Stillfront interim report Q2 2026 (PDF) · Stillfront · 24 Jul 2026
- MTG interim report Q2 2026 (PDF) · MTG · 21 Jul 2026
- DoubleDown Interactive second quarter 2026 results · DoubleDown Interactive (GlobeNewswire) · 11 Aug 2026
- Light & Wonder quarterly report (Form 10-Q), Q2 2026 · Light & Wonder (SEC EDGAR)
- Ten Square Games H1 2026 management board report (PDF) · Ten Square Games
- G5 Entertainment interim report Q2 2026 (PDF) · G5 Entertainment · 12 Aug 2026
- Playtika (PLTK) Q2 2026 earnings call transcript · The Motley Fool
- Take-Two (TTWO) Q3 2026 earnings call transcript · The Motley Fool · 3 Feb 2026
- Sensor Tower reveals the hidden impact of D2C revenue in mobile games · PocketGamer.biz · 25 Aug 2026
- AppMagic Mobile Market Landscape 2026 · AppMagic · 6 Feb 2026
- Report: mobile game D2C revenues reach $17bn as publishers push beyond app stores · PocketGamer.biz (Appcharge and GDC survey) · 24 Jun 2026
- Appcharge State of the D2C market · GameDev Reports · 7 Jul 2026
- Apple’s App Store revenue is falling · MacRumors (Appfigures data via the Financial Times) · 18 Aug 2026
- Dissecting Scopely’s mobile empire · Naavik · 31 May 2026
- Epic Games v. Apple, No. 25-2935, opinion of 11 December 2025 · US Court of Appeals for the Ninth Circuit
- Apple Inc. v. Epic Games, Inc., No. 25-1311, docket · Supreme Court of the United States
- Brief for the United States as amicus curiae supporting neither party, No. 25-1311 · United States (Supreme Court docket) · 21 Sep 2026
- Apple proposes commissions of up to 15% for off-App Store purchases in the US · 9to5Mac · 13 Aug 2026
- Digital Markets Act and apps in the EU · Apple
- Apple announces changes to iOS in Brazil · Apple · 18 Jun 2026
- App distribution in Japan · Apple
- Expanded billing choice and new service fees on Google Play · Android Developers Blog · 24 Jun 2026
- External content links program (US) · Google Play Console Help
- Billing choice program (EEA, UK, Australia and Japan) · Google Play Console Help
- Commission fines Google over Digital Markets Act breaches · European Commission · 23 Jul 2026
- Steamworks documentation: microtransactions · Valve
- IAP vs web purchases conversion test · RevenueCat · 15 May 2025
- Epic ramps up rewards to encourage players to use its payment system · PC Gamer
- Tim Sweeney didn’t expect a five-year Fortnite ban · The Verge · 3 Jun 2025
- Stripe pricing (US) · Stripe · checked 21 Sep 2026
- Paddle pricing · Paddle · checked 21 Sep 2026
- Visa Acquirer Monitoring Program fact sheet · Visa
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