In short
- In-game links to a web shop are allowed in the US on iOS and, with fees and conditions, in the EU, Japan, Brazil and on Google Play in several regions. Everywhere else, the web shop has to be reached from outside the app.
- Apple guideline 3.1.3 lets you tell your players about web prices by email and other channels outside the app in every country. Sensor Tower estimates that direct visits and social brought 93% to 96% of web shop traffic for two large games, and studios in a vendor survey rated social media and influencers their most effective channels.
- Web checkout converts worse per visit than in-app purchase. In RevenueCat’s one controlled test, on a subscription app, 27% of users bought through the App Store flow and 18% through the web flow.
- Web revenue comes from repeat buyers. Appcharge, a web shop vendor, says 97% of the web store revenue it processed came from players who had bought before, so the goal is to get your high spenders to their third web purchase.
The traffic problem, in the studios’ own words
Getting players to the web shop is the problem studios name most. In the Appcharge and GDC survey of mobile studios, the two most-cited barriers to direct sales were player awareness (50%) and player acquisition (41%). Appcharge sells web shops, and the survey drew on 130 mobile games respondents, so treat it as a view of the industry’s mood rather than a measurement.
This page covers the routes in, starting with a link from the game itself. Where that link is not allowed, the channels outside the app do the work.
Where an in-game link is allowed, and what it costs
The rules differ by store and by country. The table shows the position as of 3 October 2026. Each row links to a full rules page.
| Store and region | In-game link to your web shop | Fee on the linked sale | Conditions worth knowing |
|---|---|---|---|
| Apple, US storefront (rules) | Yes: buttons, links and calls to action, including logged-in deep links | 0% today; Apple has proposed 15% (10% and 5% tiers), not approved | Apple may stop your link being more prominent than its own purchase button |
| Apple, EU (rules) | Yes, under Apple’s EU terms | Since 1 Oct 2026: 15%, or 10% for Small Business Program members, on sales within 7 days of the tap | Kids category apps cannot link out; under-13s see no out-of-app offers; 13 to 17 behind a parental gate |
| Apple, Japan and Brazil (rules) | Yes | 15% / 10% on sales within 7 days | Same child-safety limits in Japan |
| Apple, UK, South Korea and other storefronts | No | n/a | UK steering rules proposed by the CMA on 30 Jun 2026, not imposed |
| Google Play, US (rules) | Yes, through the external content links program | 20% standard, 10% on the first $1M, 15% in Games Level Up, on transactions within 24 hours of the click; $3.65 per game install from a link | Fee due since 1 Oct 2026 under Google’s terms; whether Google may charge it is contested |
| Google Play, EEA and UK | Yes, through the billing choice or external offers programs | 20% (15% in program, 10% on first $1M) within 24 hours | The European Commission fined Google €430m (the Play part of an €890m decision) on 23 Jul 2026 over these fees; expect changes |
| Google Play, Japan and Australia | Yes, through the billing choice program (since 30 Sep 2026) | 20% (15% in program, 10% on first $1M and subscriptions) within 24 hours | Players must be offered Play Billing alongside the link. Japan’s older external payments program closed to new apps on 30 Sep 2026 and ends after 31 Mar 2027 |
Two things follow for traffic planning. First, the in-game link is the highest-intent placement you have, and outside the US it now carries a fee in most places where it is allowed. Second, the attribution windows (7 days for Apple, 24 hours for Google) mean a player who taps the link today and buys next week from an email may or may not owe the store a fee. Your provider needs to record where each purchase started.
Channels outside the app are allowed in every country
Apple’s guidelines ban in-app steering outside the US and the regional exceptions. They do not stop you talking to players elsewhere:
Developers can send communications outside of the app to their user base about purchasing methods other than in-app purchase.
Guideline 3.1.3(b) then lets a player spend web-bought currency inside the iOS game in any country, provided the same items are sold as in-app purchases. Together those two rules are the legal basis for every non-US web shop on iOS.
The published traffic data shows how large the outside-the-app share can be. Sensor Tower estimates that 56% of visits to the Supercell Store came direct and 37% from social; for Raid: Shadow Legends the split was 47% direct and 49% social. Stash, a web shop vendor, reports that organic visits to the Brawl Stars store rose 112% between July and December 2024, from about 44,000 to over 93,600 a month. In the Appcharge and GDC survey, studios rated social media (69%), influencers (45%) and gaming events (36%) as their most effective channels.
Email and CRM
Email is the one channel you own outright and can target by spend. Three practices make it work for a web shop.
Collect a contact address at account creation, inside the game, with consent recorded for each market’s marketing rules. A web shop with no account system has nothing to send to.
Segment by in-app spend. The players who spend most in your store gain the most from a web price and cost you the most in store commission. They are also the players most likely to become repeat web buyers.
Send the player to a page that is already logged in. Every extra step between the email and the payment form costs buyers (see the conversion evidence below).
Social, creators and creator codes
Social posts and creator content reach players who are not in your CRM, including lapsed players. The Supercell and Raid traffic splits above show social carrying a third to a half of web shop visits for those games.
A creator code gives the creator a share of the sale and gives you attribution by creator. Pay on net revenue after refunds and chargebacks, and set a clawback window, so the code does not reward traffic that disputes its purchases. Creator programs also carry advertising-disclosure duties. In March 2025 EU consumer authorities took a common position against Star Stable Entertainment covering, among other things, influencer marketing disclosure in a game aimed at children. If your audience includes minors, have counsel review the creator brief.
Logged-in deep links
A logged-in deep link sends the player from the game (where allowed), an email or a social post straight to a specific offer with their account already attached, so the purchase lands in the right game account without a login form.
In the US, the April 2025 contempt order barred Apple from restricting “dynamic links that bring consumers to a specific product page in a logged-in state”, and the Ninth Circuit left that part in place in December 2025. Outside the US, the same link works from email and social. Ask any provider you evaluate to show you the flow on a phone, from tap to currency in the game.
First-purchase offers and the third purchase
Appcharge’s 2026 report, based on about $700m of transactions it processed, gives the clearest public picture of how web buyers behave. It is vendor data from one company’s clients. Its main findings:
If most revenue comes from repeat buyers and the repeat rate jumps after the third purchase, a first-purchase offer is an acquisition cost. Size it against the value of a player who reaches purchase three, and design the second and third offers at the same time as the first. Appcharge also reports that about 25% of payment-link buyers went on to make a first web store purchase.
Monopoly GO shows another approach: gate the web shop. Stash reports that its Tycoon Club store is invitation-only, open to players at board level 10 or above who have played for at least a month. A gate keeps the web shop for committed players and reduces the pool of new accounts that dispute a first purchase.
The pricing side of these offers, including how much bonus currency top games give, is on the offers and bonuses page.
What the conversion evidence says
There is no neutral, published conversion benchmark for game web shops. Three data points exist, and each has limits.
| Evidence | Finding | Who published it | Limits |
|---|---|---|---|
| Controlled A/B test, Dipsea (subscription app), May 2025, about 3,100 users per variant | 27.0% converted with in-app purchase only, 18.1% with web only, 23.5% when offered both. Of users who tapped subscribe, 70.9% completed on in-app purchase and 44.4% on the web | RevenueCat (vendor) | One app, not a game, subscription product |
| Same test, revenue | Web-only users brought in about 94 cents per in-app dollar after Apple’s 30%; about 77 cents against the 15% small-business rate | RevenueCat (vendor) | As above |
| Single partner anecdote | Web shop revenue rose 65% after the partner added a direct in-game link | Xsolla (vendor) | One unnamed partner, no method or baseline published |
| Fortnite on US iOS, June 2025 | About 40% of players chose Epic’s payment option over Apple’s, with 20% back in Epic Rewards | Tim Sweeney to The Verge | Share of players choosing, not revenue; Epic’s own account system |
The pattern is consistent with how the flows work. A web checkout adds a browser hop and a payment form, so fewer visitors buy. The web shop pays anyway because each sale keeps more of the price, and because the buyers who come back are the high spenders. Build the business case on the share of high-spender revenue you can move, and measure it with a holdout (see measuring D2C).
Traffic plan checklist
- List every storefront you sell in and mark where an in-game link is allowed, with its fee and attribution window, from the table above.
- Build the logged-in deep link first. Every channel on this page uses it.
- Capture email with consent at account creation, and segment by in-app spend.
- Brief creators with a tracked code, a net-revenue payout and a clawback window; have counsel review disclosure if minors play.
- Design the first three web offers together, aimed at getting high spenders to their third purchase.
- Tag every purchase with its source (in-game link, email, social, creator, direct) so you can report store fees and conversion by channel.
- Run a holdout before you scale spend on any channel.
Questions studios ask
Can I put a link to my web shop inside my iOS game?
On the US storefront, yes, with no commission as of 3 October 2026. In Japan and Brazil Apple allows links under a regional entitlement with a 15% commission (10% for smaller developers) on sales within 7 days of the tap. The same rates have applied in the EU since 1 October 2026, under Apple’s unified EU terms. In most other storefronts, including the UK, in-app links are still banned.
Can I email my players about cheaper web prices?
Yes, on iOS in every country. Guideline 3.1.3 says developers can send communications outside the app to their user base about other purchasing methods. Your email still has to comply with local marketing-consent law.
Does Google charge a fee on web purchases that start from an email?
Google’s US external content links fee applies to transactions within 24 hours of a player following a link from the app. Stash, a web shop vendor, reads that as leaving email, social and direct traffic outside the fee. Google’s page does not say so directly, so confirm with your own counsel.
What conversion rate should I expect on a web shop link?
No neutral benchmark for games exists. The only controlled public test was on a subscription app: 27% converted through in-app purchase and 18% through the web. Expect fewer buyers per visit and plan the business case on moving repeat spenders.
Sources
- App Review Guidelines, sections 1.3, 3.1.1(a) and 3.1.3 · Apple · checked 3 Oct 2026
- Epic Games v. Apple, No. 25-2935, opinion of 11 December 2025 · US Court of Appeals for the Ninth Circuit
- Updates for apps in the European Union · Apple · 18 Aug 2026
- App distribution in Japan · Apple
- External content links program (US) · Google Play Console Help
- Billing choice program (EEA, UK, Australia and Japan) · Google Play Console Help
- External payments program (Japan) · Google Play Console Help
- Commission fines Google €890 million for breaches of the Digital Markets Act · European Commission · 23 Jul 2026
- Proposed steering conduct requirement for Apple’s mobile platform · Competition and Markets Authority · 30 Jun 2026
- Google Android policy update: what it means for your DTC strategy · Stash (vendor) · 5 Mar 2026
- IAP vs web purchases: conversion test · RevenueCat (vendor) · 14 May 2025, updated 28 May 2025
- Inside $700M of mobile game DTC transactions: 2026 report · Appcharge (vendor) · 15 Jan 2026
- Appcharge: state of the D2C market (survey summary) · GameDev Reports · 7 Jul 2026
- Linking out your web shop in the US: a game developer’s guide · Xsolla (vendor) · 24 Sep 2025
- Sensor Tower reveals the hidden impact of D2C revenue in mobile games · PocketGamer.biz · 25 Aug 2026
- Supercell Store breakdown · Stash (vendor) · 17 Jun 2025
- Monopoly Go store breakdown · Stash (vendor) · 4 Jun 2025
- Tim Sweeney didn’t expect a five-year Fortnite ban · The Verge · 3 Jun 2025
- Social media, online games and search engines: coordinated actions (CPC key principles on in-game virtual currencies; Star Stable common position) · European Commission · 21 Mar 2025
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