In-game purchases
Introduction
In-game purchases (IAP) let players buy items, upgrades, or currency alongside ad monetization. Playgama Bridge supports consumable and permanent purchases across supported platforms.
Types of in-game purchases:
Consumable: single-use items (e.g., boosters, lives, in-game currency). Ideal for temporary boosts or resource replenishment.
Permanent: items that remain with the player permanently (e.g., skins, characters, levels).
Supported platforms: In-game purchases are currently available on Playgama, Yandex, Playdeck, MSN, and Facebook.
Revenue share: You receive a percentage of the revenue from purchases made in your games. The exact revenue share details are available in the Developer Terms & Conditions.
Payout: Revenue share payments require account verification. To apply, send a request to [email protected] from the same email address used for registration in the developer dashboard. Include:
1) The name of the game
2) A description of the in-game purchases available to users
3) Company or personal details
If you act on behalf of a company:
Company name
Company registration number
VAT payer number
First and last name of a director or another person authorized to sign contracts on behalf of the company
If you act as an individual:
First name
Last name
Country of residence
We may request additional documents and payment information to verify your account and comply with applicable regulations. Wait for a confirmation email from [email protected] before enabling payouts.
Implementation
Define the items available for purchase: item IDs, names, short descriptions, and prices. Make sure all product descriptions and prices are accurate and up to date.
Prices: Set and display prices in the currency required by the platform, either the platform's virtual currency or real-world money. Contact your Developer Success Manager for base pricing information.
You set a base price in the platform’s currency, but the platform may automatically adjust it for different regions (eliminating the need for manual regional pricing implementation). This means players in different locations might see different prices.
See SDK setup for SDK installation instructions.
Engine-specific examples are available in the child pages of this section.
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