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Mobile game web shops: how they work, what they earn, what they cost

How 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.

Last reviewed 10 min read37 sources

In short

  • A web shop sells the same currency and items as your in-game store, on a web page you control. The player signs in with their game account, pays, and your server credits the items to that account.
  • Apple lets players spend web-bought consumables in an iOS game in any country, if the same items are also sold in-app. Linking to the shop from inside the game is allowed in the US at 0% today, and in the EU, Japan and Brazil for a fee.
  • Games that run web shops well report large shares: Playtika 39.3% of revenue and Huuuge 42.5% in Q2 2026. Sensor Tower estimates Monopoly GO’s web sales at around a third of its revenue.
  • Most shops earn far less. In an Appcharge and GDC survey, 45% of studios made under 10% of revenue from D2C, and player awareness was the top barrier.
  • Web shops that work pair a bonus with steady traffic from inside the game, email and social channels. Supercell gives 10% extra currency on Hay Day resource packs and a 30% progress bonus on Brawl Pass Plus; Monopoly GO gave about 16% more dice rolls on one pack.

39.3%

Playtika revenue through D2C channels, Q2 2026

Playtika Q2 2026 results

~1/3

Monopoly GO revenue from web sales, Sensor Tower estimate

Sensor Tower via PocketGamer.biz

22%

Top 50 US iOS grossing games running a web shop, October 2025, Naavik estimate

Naavik

50%

Studios naming player awareness as their top D2C barrier, Appcharge and GDC survey

PocketGamer.biz

How a web shop works, from tap to delivery

A mobile web shop sells the same currency, bundles and passes as the in-game store. The difference is who takes the payment. In the game, Apple or Google sells to the player and pays you what is left after commission. On the web, you or a merchant of record sell to the player, and you pay card, tax and fraud costs instead.

Every web shop has to do four things.

Step What happens What to get right
1. Identify the player The player signs in with their game account, or arrives through a link from the game that carries a signed token so they are already signed in. Nothing gets credited to the wrong account. Logged-in deep links cut drop-off.
2. Take payment The checkout shows local prices, tax and payment methods, and takes the money. Local methods, tax by the buyer’s country, fraud screening.
3. Deliver the items The payment provider notifies your game server, which credits the account. The player sees the items on their next session or immediately if the game is open. Delivery must be idempotent (a retried notification must not credit twice) and logged for chargeback evidence.
4. Handle what comes after Receipts, refunds, support tickets, chargebacks, subscription cancellations. A named owner for disputes and a record of what the player received and used.

Steps 2 and 4 are where the merchant of record (MoR) and payment service provider (PSP) routes split. A merchant of record is the legal seller, collects and remits sales tax and VAT, and fights chargebacks on its own account. With a PSP, those jobs stay with you. Merchant of record vs payment service provider sets the two side by side.

In the US, the court orders in Epic v. Apple specifically protect step 1: Apple may not restrict “dynamic links that bring consumers to a specific product page in a logged-in state.” Elsewhere, where links from the game are not allowed, the player has to find the shop and sign in on their own.

Two separate questions decide what a web shop can do on each platform: may the game honor a purchase made on the web, and may the game tell the player the shop exists?

Apple answers the first question the same way in every country:

Apps that operate across multiple platforms may allow users to access content, subscriptions, or features they have acquired in your app on other platforms or your web site, including consumable items in multi-platform games, provided those items are also available as in-app purchases within the app.

Apple App Review Guidelines, 3.1.3(b)

Google has no clause as direct. Its policy says in-app virtual currencies “must only be used within the app or game title for which they were purchased.” Its payments FAQ lets an app give access to content bought elsewhere if the app is “consumption-only,” which Google defines as an app where nothing “can be purchased from within the app.” A game that sells through Play Billing does not meet that definition. Where Google runs a link-out or billing-choice program (US, EEA, UK, Australia, Japan), web purchases made through the link are covered by the program. Outside those programs, get Google’s answer for your game in writing.

The second question depends on the storefront. All figures below are as of October 2026.

Storefront Link from the game to the web shop Fee on the linked purchase
Apple, US Allowed: buttons, links, logged-in deep links 0% until the court approves a fee. Apple has proposed 15%. Apple US
Apple, EU (since 1 Oct 2026) Allowed 15% (10% reduced) on sales within 7 days of the tap. Apple EU
Apple, Japan and Brazil Allowed 15% (10% reduced) on sales within 7 days. Rest of world
Apple, UK and rest of world Not allowed n/a
Google Play, US Allowed through the External Content Links program 20% (10% on the first $1M) within 24 hours of the click, due since 1 Oct 2026. Contested. Google Play
Google Play, EEA, UK and Australia Allowed through billing choice 20% (10% on the first $1M) within 24 hours
Google Play, Japan Allowed through billing choice since 30 Sep 2026; the older external payments program closed to new apps that day and ends after 31 Mar 2027 20% (10% on the first $1M) within 24 hours

Both stores let you talk about the shop outside the app. Apple’s guideline 3.1.3 says developers “can send communications outside of the app to their user base about purchasing methods other than in-app purchase,” and Google’s FAQ says “Outside of your app, you are free to communicate with your users about alternative purchase options.” Email, social channels, community servers and your website reach every player, in every country, without a platform fee.

Who runs one

Game What is public Type of evidence
Supercell games (Supercell Store) Launched 2021. Web bonuses of 10% to 30%: 10% extra on Hay Day resource packs, a 30% progress bonus on Brawl Pass Plus. Brawl Stars store visits up 112% from July to December 2024. Stash, a web shop provider
Supercell Store traffic 56% direct, 37% from social Sensor Tower estimate
Monopoly GO (Scopely), Tycoon Club Launched October 2024. Invite only: board level 10 and a month of play. One web pack gave 4,300 dice rolls against 3,700 in the app at the same price. Stash, a web shop provider
Monopoly GO Web sales around a third of revenue Sensor Tower estimate
EA SPORTS FC Mobile Webstore run by Coda Payments as authorized reseller, in 60 markets, with web-only bundles and loyalty points (100 points per US dollar) EA and Coda announcements
Pokémon GO (Niantic, now Scopely) Web shop revenue of about $545m in 2024, roughly equal to tracked net in-app revenue Estimate by NEON, a payments vendor, cited by Naavik
Raid: Shadow Legends (Plarium, MTG) Web shop traffic 47% direct, 49% from social Sensor Tower estimate
Fortnite (Epic) 20% back in Epic Rewards for paying through Epic on iOS. Tim Sweeney said about 40% of US iOS players (not 40% of revenue) chose Epic’s payment option in the first two weeks. Epic, via PC Gamer and The Verge

For finance teams, EA’s set-up is a merchant of record arrangement. Coda sells FC Mobile items to players as an authorized reseller, so Coda, not EA, is the seller the player pays.

What they earn

Listed publishers report the share of revenue their own channels bring in. Each uses its own base, so read the direction rather than rank the rows.

Company D2C share Period A year earlier
DoubleDown Interactive 52.4% of social casino revenue Q2 2026 15.4%
Stillfront 46% of bookings Q2 2026 39%
Huuuge Games 42.5% of revenue, about 45% in July Q2 2026 n/a (Q1 2026: 41%)
Playtika 39.3% of revenue Q2 2026 25.3%
MTG 38% of group revenue Q2 2026 24%
Light & Wonder, SciPlay segment 29% of SciPlay revenue Q2 2026 18%
Ten Square Games 24% of group bookings, Fishing Clash 33% June 2026 n/a
G5 Entertainment 17.2% of mobile revenue processed directly Q2 2026 n/a

All eight figures come from the companies’ own releases, reports or filings. The D2C share tracker keeps this table current. Sensor Tower adds an estimate across genres: in the US in H1 2026, about 30% of the revenue of the top 100 casino games came from web shops, with RPGs close behind.

Vendor case studies report faster moves, and should be read as marketing. According to Aghanim, a web shop provider, Fortune Mine Games raised its web share of revenue from 18% to 40% globally within a month, and to 60% on US iOS.

What web bonuses look like

A web bonus pays players for the extra steps: leaving the game, signing in, typing card details. Extra currency costs you no cash, though it does add currency to the economy.

Game or program Web incentive Source
Supercell games 10% extra currency on Hay Day resource packs; a 30% progress bonus on Brawl Pass Plus Stash
Monopoly GO About 16% more dice rolls on one pack (4,300 vs 3,700) Stash
Fortnite on iOS 20% back in Epic Rewards PC Gamer
Epic Web Shops 5% Epic Rewards to players Epic Games
Xsolla’s recommendation 5% to 10% more currency on high-value packs Xsolla, a web shop provider

Offers and bonuses covers pricing tactics and how to test the bonus level.

Why many web shops underperform

Adoption at the top is still thin. Naavik counted web shops at only 22% of the top 50 US iOS grossing games in October 2025, six months after Apple was ordered to allow links.

The survey Appcharge ran with GDC describes the split. 45% of respondents got less than 10% of revenue from D2C, while 28% got more than half. Studios named player awareness (50%) and player acquisition (41%) as their top barriers, and 54% had no staff dedicated to D2C.

The evidence points to three causes:

  • Players do not know the shop exists. According to Xsolla, a web shop provider, adding a direct link from the game lifted one partner’s web shop revenue by 65%. That is a single example, but it matches the survey’s awareness finding.
  • Conversion per visit is lower on the web. RevenueCat’s controlled test on Dipsea, a subscription app rather than a game, converted 27.0% through in-app purchase and 18.1% through the web link. The leading shops make up for it with repeat buyers. According to Appcharge, 97% of web shop revenue across its transactions came from repeat buyers.
  • The best shops draw much of their traffic from outside the game. Sensor Tower puts Supercell Store traffic at 37% from social and Raid: Shadow Legends at 49%. In the Appcharge and GDC survey, studios ranked social (69%), influencers (45%) and events (36%) as their best channels.

Pricing adds a fourth. A bonus too small moves nobody; one too large gives away margin on players who would have paid in the game anyway.

Driving traffic covers the link placements, CRM and creator programs the high-share games use.

What it costs

The costs come in three layers.

The first is the platform fee on linked purchases, from the table above: 0% on US iOS today, 15% in the Apple EU, Japan and Brazil programs, 20% on Google in the US, EEA, UK, Australia and Japan. Purchases that start from email or social channels carry none.

The second is payment costs. A merchant of record bundles card processing, tax, fraud and chargebacks into its fee; Paddle, for example, publishes 5% + 50¢ per transaction. A payment service provider charges less per transaction but leaves tax registrations, VAT returns, fraud screening and chargeback losses with you. Currency conversion, payout fees, refunds and reserves sit on top of either. Hidden fees lists each line.

The third is the cost of building and running the shop: engineering for sign-in, delivery and the storefront, plus the people who run offers, support and disputes. Build vs buy prices the in-house route.

Checklist: should you build one now?

  1. Pull the share of your revenue from players who spend over a threshold you choose, such as $100 a month. If it is small, a web shop will struggle to move enough spend to pay for itself.
  2. Count the players you can reach outside the game: email opt-ins, community members, social followers. That is your traffic in every country where links from the game are not allowed.
  3. Confirm your game accounts work outside the app, with a sign-in the web shop can use and a server that credits items.
  4. Check every item you plan to sell on the web is also sold as an in-app purchase, as Apple’s guideline 3.1.3(b) requires.
  5. Decide merchant of record or payment service provider before you pick a vendor. It sets who files tax and who owns chargebacks.
  6. Set the bonus level and have the economy designer sign it off.
  7. Model net margin at Apple 0%, 15% and 27% on US links and Google 20%, in the calculator.
  8. Launch to US iOS players and your highest spenders first, and measure web share of their spend weekly for the first 90 days.

Questions studios ask

What is a mobile game web shop?

A website where players of a mobile game buy the game’s currency, items or passes with a card or local payment method. The purchase is credited to their game account, and the studio pays card and tax costs instead of the app store’s commission.

Can iOS players use currency bought on the web?

Yes, in every country. Apple’s guideline 3.1.3(b) allows multiplatform games to let players use consumable items bought on the web, provided those items are also sold through in-app purchase in the app.

Can Android players use currency bought on the web?

Google’s published policy is less explicit than Apple’s. Its link-out and billing-choice programs in the US, EEA, UK, Australia and Japan cover purchases made through a link from the game. Outside those programs, get your Google contact’s answer in writing before you credit web purchases in an Android build that also sells through Play Billing.

How much bonus should a web shop give?

Observed web incentives run from about 10% to 20% extra. Supercell gives 10% extra on Hay Day resource packs (its 30% on Brawl Pass Plus is a progress bonus, not extra currency), Monopoly GO gave about 16% more dice rolls on one pack, and Epic gave 20% back in rewards on Fortnite. Xsolla, a web shop provider, recommends 5% to 10% on high-value packs.

What share of revenue can a web shop reach?

Listed publishers that report it put their latest shares between 17.2% and 52.4%, each on its own base (revenue, bookings or one segment). Survey data from Appcharge and GDC shows most studios below 10%, so treat the high figures as the result of years of work.

Sources

  1. App Review Guidelines, sections 3.1.1(a), 3.1.3 and 3.1.3(b) · Apple · checked 7 Oct 2026
  2. Epic Games v. Apple, No. 25-2935, opinion of 11 December 2025 · US Court of Appeals for the Ninth Circuit
  3. Digital Markets Act and apps in the EU · Apple
  4. Apple proposes commissions of up to 15% for off-App Store purchases in the US · 9to5Mac · 13 Aug 2026
  5. App distribution in Japan · Apple
  6. Apple announces changes to iOS in Brazil · Apple · 18 Jun 2026
  7. Payments policy · Google Play Console Help · checked 20 Sep 2026
  8. Understanding Google Play’s Payments policy · Google Play Console Help · checked 20 Sep 2026
  9. External content links program (US) · Google Play Console Help
  10. Billing choice program (EEA, UK, Australia and Japan) · Google Play Console Help
  11. Enrolling in the external payments program (Japan) · Google Play Console Help · checked 7 Oct 2026
  12. Playtika Holding Corp. reports Q2 2026 financial results · Playtika · 6 Aug 2026
  13. Huuuge, Inc. announces H1 and Q2 2026 financial results · Huuuge Games · 16 Sep 2026
  14. Stillfront interim report Q2 2026 (PDF) · Stillfront · 24 Jul 2026
  15. MTG interim report Q2 2026 (PDF) · MTG · 21 Jul 2026
  16. DoubleDown Interactive second quarter 2026 results · DoubleDown Interactive (GlobeNewswire) · 11 Aug 2026
  17. Light & Wonder quarterly report (Form 10-Q), Q2 2026 · Light & Wonder (SEC EDGAR)
  18. Ten Square Games H1 2026 management board report (PDF) · Ten Square Games
  19. G5 Entertainment interim report Q2 2026 (PDF) · G5 Entertainment · 12 Aug 2026
  20. Sensor Tower reveals the hidden impact of D2C revenue in mobile games · PocketGamer.biz · 25 Aug 2026
  21. How Supercell built its web store · Stash (web shop provider) · 17 Jun 2025
  22. Inside the Monopoly GO web store · Stash (web shop provider) · 2025
  23. EA SPORTS FC Mobile webstore launch · Electronic Arts
  24. FC Mobile webstore help · Electronic Arts
  25. Coda partners with EA SPORTS FC to launch FC Mobile webstore · Coda Payments (PR Newswire)
  26. Dissecting Scopely’s mobile empire · Naavik · 31 May 2026
  27. Epic ramps up rewards to encourage players to use its payment system · PC Gamer
  28. New Epic Games Store webshops and revenue share update · Epic Games
  29. Tim Sweeney didn’t expect a five-year Fortnite ban · The Verge · 3 Jun 2025
  30. Web-exclusive currency · Xsolla (web shop provider) · 23 May 2024
  31. Linking out your web shop in the US: a game developer’s guide · Xsolla (web shop provider) · 24 Sep 2025
  32. Report: mobile game D2C revenues reach $17bn as publishers push beyond app stores · PocketGamer.biz (Appcharge and GDC survey) · 24 Jun 2026
  33. Appcharge State of the D2C market · GameDev Reports · 7 Jul 2026
  34. Inside $700M of mobile game DTC transactions: 2026 report · Appcharge (web shop provider) · 15 Jan 2026
  35. IAP vs web purchases conversion test · RevenueCat · 15 May 2025
  36. Aghanim scales DTC for Fortune Mine Games · Mobidictum (Aghanim case study) · 1 Apr 2026
  37. Paddle pricing · Paddle · checked 20 Sep 2026

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