web shop Archives - FastSpring eCommerce Solutions for the Digital Economy Wed, 13 May 2026 03:13:54 +0000 en-US hourly 1 https://wordpress.org/?v=6.9.4 FastSpring Returns to Sponsor Pocket Gamer Connects Barcelona 2026 https://fastspring.com/blog/events-pocket-gamer-connects-barcelona-2026/ Mon, 11 May 2026 15:00:00 +0000 https://fastspring.com/?p=31375 FastSpring is excited to return to PGC Barcelona as a gold sponsor on June 15-16, the sophomore year for this gaming industry conference.

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FastSpring is excited to return to Pocket Gamer Connects Barcelona as a gold sponsor on June 15-16, 2026. This huge gaming industry conference is returning to Barcelona for its second year after a successful debut event last year, and it’s bringing together 1000+ games industry professionals at the beautiful Hyatt Regency Barcelona Tower.

This year’s show features 17 different talk tracks; content for mobile, PC, console, AI, HTML5, XR, and more; an expo with sponsor booths and dedicated meeting spaces; indie showcase tables and a pitching competition; specialized fringe events connecting investors, publishers, and developers; evening networking receptions and a buzzing industry party; and so much more. 

Catch FastSpring’s Sessions

This year, FastSpring’s Head of Gaming Chip Thurston will be presenting on what D2C monetization looks like in 2026 and participating in a panel on what games and apps can learn from each other. Watch the PGC Barcelona schedule for more details on when and where you can catch this informative talk!

D2C in 2026: Global Growth in Web Stores

2025 was a year of unprecedented growth for D2C, with rulings like Epic v. Apple and Epic v. Google unlocking new growth vectors for web store revenue in the United States. In 2026, major platforms have responded by restructuring their fee models on a global scale. The all-in 30% fee will soon be reduced and split into separate fees for service and billing. The new fee structure is a win for game developers, but it also introduces deeper complexity beyond the simple 30% model. So what now?

Join this talk where Chip Thurston, Head of Gaming at FastSpring, explains what to expect and how to strategically grow web stores globally in the new D2C landscape.

Beyond Play: What Can Games and Apps Learn From Each Other?

Games and non-gaming apps are competing for consumers’ time, but can both learn a thing or two from either? 

Join this panel to explore how mechanics like gamification, subscriptions, onboarding, and live ops are converging — and how to apply the best ideas without copying the worst habits.

Where to Get Tickets

If you still need tickets, check out the PGC Barcelona registration page for more details and to sign up. 

How to Connect With FastSpring

Check out Chip Thurston’s presentation or stop by FastSpring’s booth to connect with our team. Whether you’re ready to optimize your current monetization strategy or looking for new ways to engage with your community of players, FastSpring has the solutions and expertise to help you succeed in the ever-evolving gaming market. Schedule a demo now or at any time in Barcelona in person.

And, if you missed FastSpring’s last great D2Sea™ party on a yacht at GDC San Francisco, check out the photos. You might want to connect with our team ASAP, before the show in Barcelona, to let them know you’re interested in meeting the team in person…

FastSpring is how gaming studios sell in more places around the world. For over two decades, FastSpring has been a payment provider you can use to sell games or in-game items on your website, web shop, or embedded directly into your game with fully customizable and branded checkouts just for you. FastSpring allows you to offload the complexity of global payments, sales tax and VAT compliance, player payments support, and many other aspects of payments management. Spend less time managing your payments and compliance and more time making great games! Set up a demo or try it out for yourself.

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News: Apple Loses Stay Against Mandate in Epic Case https://fastspring.com/blog/news-apple-loses-stay-against-mandate-in-epic-case/ Fri, 01 May 2026 15:49:28 +0000 https://fastspring.com/?p=31367 The Ninth Circuit says Apple hasn’t justified its request for a stay against a mandate requiring them to loosen restrictions re: alternative payment methods.

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As part of a long-running case between Epic Games and Apple, the Ninth U.S. Circuit Court of Appeals has decided Apple hasn’t justified its request for a stay against a mandate requiring them to loosen restrictions around alternative payment methods.

PocketGamer.biz reports that the Ninth Circuit has reversed their initial granting of the stay, instead now granting Epic’s motion for reconsideration on the stay. The article goes on to quote Epic Games CEO Tim Sweeney stating that “Apple’s delaying tactics have come to an end.”

Now the case will return to U.S. District Judge Yvonne Gonzalez Rogers for additional determinations regarding Apple’s fees.

The original ruling was released on April 30, 2025, with Judge Yvonne Gonzalez Rogers declaring that Apple’s anti-steering policies for purchases outside of apps are anticompetitive and to be discontinued. That was to be effective immediately at the time the ruling was released, but various requests and appeals from Apple have affected the ruling’s application. A request by Apple for stay was initially denied in June 2025, but PocketGamer.biz reports that the court had temporarily paused the ruling early this month. Epic challenged the pause, which resulted in this new reversal and the court stating that Apple had not sufficiently shown how the original ruling would cause them irreparable harm.

The original ruling can be read as linked from the PocketGamer.biz article linked above. 

About FastSpring

FastSpring is how gaming studios and mobile app makers sell in more places around the world. For over two decades, FastSpring has been a payment provider you can use to sell apps, games, or in-game items on your website, web shop, or embedded directly into your app with fully customizable and branded checkouts just for you. FastSpring allows you to offload the complexity of global payments, sales tax and VAT compliance, player payments support, and many other aspects of payments management. Spend less time managing your payments and compliance and more time making great apps! 

Learn more about FastSpring for mobile apps or FastSpring for games

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AI Monetization: How AI App Builders Can Handle Pricing, Global Expansion, and Compliance https://fastspring.com/blog/ai-monetization-how-ai-app-builders-can-handle-pricing-global-expansion-and-compliance/ Wed, 15 Apr 2026 20:04:23 +0000 https://fastspring.com/?p=31268 The SaaS fundamentals every AI app business needs to master, monetization challenges unique to AI businesses, how FastSpring can help, and more.

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The AI field is moving at breakneck speed, but many companies still struggle with a fundamental challenge: turning their app into a sustainable, profitable business.

Your payments infrastructure is the foundation that determines whether you can scale globally, retain customers, and actually make money on each transaction. AI app builders face unique monetization challenges — from evolving regulations and taxes to the potential for more frequent chargebacks — that require more than a basic payment processor can solve for.

Below, we walk through:

FastSpring allows you to offload the complexity of global payments, VAT/GST and sales tax compliance, consumer payments support, and many other aspects of payments management. Spend less time managing your payments and compliance and more time building groundbreaking AI products! Set up a demo or try it out for yourself.

Start With SaaS Fundamentals

At their most basic, the majority of AI apps are still fundamentally SaaS businesses. Whether it’s a monthly subscription to your writing assistant or an annual plan for your analytics platform, the majority of AI tools run on recurring revenue.

So while you may be selling AI services instead of project management software, the core monetization principles are similar to those of subscription businesses.

Before diving into AI-specific challenges, you should nail the basics — things such as:

  • Communicating well with customers around subscription terms, payments, and any changes to your business or delivery model.
  • Managing and mitigating churn.
  • Choosing a payment provider.

But subscriptions come with complexity. You also need to handle free trial conversions, manage failed payments through dunning processes, and deal with upgrades, downgrades, and cancellations.

Companies that have navigated this model (such as FastSpring customer Stardock) know you need a payment partner built specifically for subscription management — not just one that can process one-time charges.

Things to Consider When Selling Software or Apps Globally

When you’re selling AI apps worldwide, you need to solve several problems simultaneously:

Preferred payments and checkout that vary by region. Localized payment methods are critical for conversion. Customers expect to see prices in their currency and be able to pay using familiar methods. Customers in the U.S., for example, expect to see Apple Pay and Google Pay, while customers in Brazil prefer to pay with Pix, and customers in India want to use UPI.

Global tax calculation and remittance. If you’re selling digital services to customers based in the EU, you need to collect VAT at each buyer’s local rate and file those taxes accordingly. In the U.S., sales tax requirements vary state by state, and some states even let individual counties or cities set their own rates and rules. Each requires separate filing. Handling this yourself means registering with tax authorities in, potentially, hundreds of jurisdictions. Plus, you’re liable for any fines or penalties resulting from doing so incorrectly.

Data and platform governance. You need to process payment data securely according to regional requirements, meet data residency rules in certain jurisdictions, and maintain PCI compliance. These aren’t optional — they’re legal requirements that can shut you down or cost you hefty penalties if not followed.

Why You Want a Merchant of Record (Not Just a Payment Processor)

When choosing how to handle payments, your first and crucial choice is whether to use a basic payment service provider (PSP) or partner with a merchant of record (MoR).

A payment service provider (such as Stripe) gives you the tools to process transactions, but you remain legally responsible for every transaction. You’re in charge of calculating, collecting, and remitting taxes — in every jurisdiction where your customers live — and you carry the liability for any fraud. (Stripe is launching an MoR service, but how it will perform is still unknown.)

A merchant of record, on the other hand, becomes the legal seller of your product. FastSpring is an MoR, so we assume liability for transactions — meaning you can spend less time worrying about managing taxes and chargebacks and more time building a great product.

As the liable party for the sale, an MoR such as FastSpring handles:

  • Global tax compliance. You don’t need to figure out VAT rates across EU countries, navigate state-by-state sales tax rules in the U.S. (and in some cases even city-by-city variations), or file returns in those jurisdictions. An MoR automatically calculates, collects, and remits those taxes for you.
  • Consumer support for payment issues. When someone’s card declines or they have a billing question, your MoR’s support team handles it.
  • Fraud prevention and risk management. Using a simple payment service provider and acting as your own merchant of record could lead to less financial industry credibility, as AI services are often perceived as riskier than other tech verticals — and in turn, that could lead to lower approval rates. Conversely, the established credibility of an experienced merchant of record such as FastSpring (with over two decades of experience!) helps improve transaction approval rates, which means higher revenue and less headaches.
  • Checkout and payment localization. Instantly offer global payment localization including currency conversion, checkout translation, global tax management, and localized payment processing.
  • Global compliance. Your MoR maintains PCI-DSS certification, data protection regulations, and customer authentication requirements so you don’t have to. Learn more in FastSpring’s Trust Center.

FastSpring allows you to offload the complexity of global payments, VAT/GST and sales tax compliance, consumer payments support, and many other aspects of payments management. Spend less time managing your payments and compliance and more time building groundbreaking AI products! Set up a demo or try it out for yourself.

Questions to Ask When Evaluating Payment Solutions

Before committing to a payment solution — be it a payment processor or merchant of record — ask these questions to help you evaluate:

  • Does it handle global tax collection and remittance automatically, or do you need to register, collect, and file in every jurisdiction where your customers live?
  • Which payment methods are supported? Can customers in your target market(s) use their preferred options?
  • How does it handle subscription management? What about usage-based or metered billing? Does it offer a portal for customers to self-manage subscriptions, billing, and payment methods on file?
  • Does providing consumer payment support fall to you or to your payment provider?
  • Does it integrate with your existing tech stack?
  • What are your actual, all-in costs — including processing fees, tax filing, compliance management, and operational overhead? 

What Makes AI Different: Unique Monetization Challenges

Once you’ve nailed the fundamentals for subscription-based businesses, you can begin to grapple with the unique challenges of monetizing an AI app.

Operating in a Young, High-Growth Market = Constant Change

AI companies are scaling globally faster than almost any previous software category. You’re not gradually expanding into new markets over several years — you’re able to serve customers worldwide pretty much from day one.

This creates challenges that more mature software categories simply didn’t face when they were at the same stage. Burgeoning AI companies are now faced with:

  • Regulatory landscapes that vary dramatically by region, especially as they apply to digital services businesses. Evolving tax regulations (especially on digital goods or services) create compliance requirements that change based on where your customers are located — and these regulations will continue to emerge, grow, and evolve across the globe. For example, in 2024, five U.S. states simplified their criteria for tax nexus, which meant more businesses might meet the criteria for nexus sooner than they expected to — including digital goods businesses. And in 2025, the Philippines extended its VAT legislation to cover digital services supplied by foreign companies to consumers in the Philippines. If you use an MoR such as FastSpring, the MoR will worry about staying up to date with those types of regulations so you don’t have to.
  • Evolving customer expectations and pricing norms. Unlike established software categories where pricing patterns are well understood, AI pricing is more fluid. Customers aren’t yet sure what they should pay, and you may not be sure what you should charge. To quickly and easily pivot your pricing as needed, choose a payment partner with agile pricing tools. For instance, FastSpring’s flexible Store Builder Library makes it easy for software and app sellers to update their product pricing quickly.
  • Overly cautious payment processors. As we mentioned above, because the category is new and patterns aren’t established, some payment processors may be more likely to treat AI as high-risk. But since FastSpring processes billions of dollars across numerous software categories and has been for 20+ years, partnering with us means that you’ll benefit from better approval rates. Banks see transactions coming from a known, trusted entity with a proven track record, not an unproven AI startup.
  • Technical challenges with usage-based billing. Unlike SaaS products that have been more commonly monetized with traditional monthly or annual subscriptions, AI services are particularly well served by usage-based billing, so support for that feature is something you’ll likely want from a monetization partner. If you want to be able to charge users in combination with real-time metering and tracking of usage, your backend needs to integrate with your payment systems. FastSpring supports usage-based billing through API integration and webhooks.

Monetizing AI Web Apps vs. AI Mobile Apps

Your monetization strategy will differ depending on whether you’re building a web app, a mobile app, or both.

AI Web Apps: The Direct Approach

Web-based AI apps have built-in advantages for monetization:

  • No mandatory iOS and Android platform fees.
  • Full control over the customer relationship.
  • Direct access to first-party customer data.

To make web monetization work, you need:

  • An optimized checkout experience with multiple payment methods, localized currencies, and trust signals that convince customers you’re legitimate and secure.
  • A subscription management portal where customers can self-serve to upgrade, downgrade, view usage, update payment methods, and access their billing history.
  • Integration flexibility through APIs for usage-based billing, webhooks for entitlements, and backend system connections that tie everything together.

FastSpring’s JavaScript Store Builder Library lets you quickly create a branded, seamless checkout experience that feels native to your app environment, while handling all the back-end complexity for you.

AI Mobile Apps: The App2Web Opportunity

If you’re building a mobile AI app, you’re facing 15-30% platform fees that eat into your margins. For AI apps with high compute costs, losing nearly a third of revenue to platform fees can strain the calculus at best  —  or make the economics totally unworkable at worst.

But that’s the cost of doing business with iOS and Android, right?

Not necessarily.

With app2web and web2app monetization strategies, you can sell an AI app outside popular app stores. You can recover some of that lost revenue by building a web store to monetize via the web and offering customers some kind of incentive — discounts, upgrades, in-app usage bonuses, etc. — for buying directly from you.

By doing so, you:

  • Minimize the transactions on which you incur those hefty commission fees.
  • Gain access to valuable first-party customer data that enables smarter acquisition campaigns, personalized promotions, and better lifecycle marketing.
  • Improve margins, which is crucial when you’re paying for compute on every transaction.

While regulations around in-app steering and promotion of outside payment options vary from region to region and are ever evolving, you can always:

  • Distribute your product through a web store. Selling your app’s solution directly to your consumers through your own store is an increasingly common and effective monetization strategy.
  • Market your web store outside the app through social media, Discord communities, Reddit threads, email campaigns, and other channels where you aren’t restricted by app store rules.
  • Build a web presence for existing users, and incentivize web store visits through exclusive offers or better pricing.

Making User Acquisition Smarter With First-Party Data

When you monetize through the web, you unlock first-party data that holds the power to supercharge your user acquisition strategy.

You can track attribution accurately, understanding which campaigns drive conversions.

You gain access to email addresses, payment preferences, referral sources, and session behavior — data points that enable sophisticated segmentation.

Then you can turn that valuable data into:

  • Localized user acquisition strategies with geographic and behavioral segmentation, region-specific pricing and promotions, and language/payment method optimization.
  • Targeted social campaigns where you build custom audiences from web purchasers, create lookalike audiences based on high-intent users, and retarget with actual conversion data instead of guesswork.
  • Email marketing automation that drives users to web purchases, re-engages lapsed customers, and converts free users to paid plans.

Monetize Your AI App With FastSpring

FastSpring is built specifically for digital-first businesses that need to monetize globally, without getting bogged down building their own global payments infrastructures — or cobbling them together via disparate payment tools.

Our platform offers:

  • Complete merchant of record services covering global tax compliance across 200+ jurisdictions, local payment methods and currencies, fraud prevention and risk management, and PCI compliance and data security.
  • AI-friendly billing capabilities including out-of-the-box subscription management, flexible product catalog management, multiple pricing models (flat, tiered, hybrid), and support for usage-based billing (with proper integration).
  • Developer-first integration through RESTful APIs for backend connections, webhooks for real-time event notifications, our JavaScript Store Builder Library, integration with RevenueCat for mobile apps, and backend integration for usage-based billing.
  • Customizable checkout experiences with branded checkout; your choice of embedded, pop-up, or web storefront experiences support for trials, coupons, and promotions; and management of multiple subscription tiers.
  • Fast implementation with quick setup for standard configurations, flexibility for complex requirements, pre-existing  compliance infrastructure, and the ability to focus your engineering resources on AI instead of payments.

FastSpring helps AI app developers navigate the complexity of global monetization and scale successfully. We’ve spent over 20 years helping digital-first companies grow, and we’ve built our platform specifically for businesses like yours.

FastSpring allows you to offload the complexity of global payments, VAT/GST and sales tax compliance, consumer payments support, and many other aspects of payments management. Spend less time managing your payments and compliance and more time building groundbreaking AI products! Set up a demo or try it out for yourself.

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Video: Avoid These Mistakes When Steering to Your Game’s Web Store https://fastspring.com/blog/video-avoid-these-mistakes-when-steering-to-your-games-web-store/ Wed, 11 Mar 2026 20:08:50 +0000 https://fastspring.com/?p=31173 David Vogelpohl shares how game devs can avoid common pitfalls when steering players from an in-game environment to an external web store.

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In this deep-dive video, David Vogelpohl, CMO of FastSpring and an ecommerce optimization expert at scale for over 25 years, shares essential strategies for mastering the direct-to-consumer (D2C) journey. The presentation focuses on how game developers can avoid common pitfalls when “steering” players from an in-game environment to an external web store.

Using a fictional firefighting game called Blaze Alert to demonstrate real-world scenarios, David illustrates what a high-quality player experience looks like: a clear call-to-action (CTA) with distinct value propositions, a fluid transition to the store, and the inclusion of native payment options such as Apple Pay or Google Pay. 

By following these principles, publishers can create a smooth purchase flow that respects the player’s time and maximizes potential profit.

The video outlines several frequent mistakes, such as failing to mention exclusive web store bonuses — like extra levels or medals — within the game’s CTA, or neglecting to use authentication tokens to automatically log players into the store. David also highlights the importance of keeping “hot deals” sections populated and ensuring that thank-you pages include a direct link or automatic return to the game to keep players engaged. 

Beyond the immediate purchase flow, David touches on technical optimizations such as achieving page load times under two seconds and utilizing specific Open Graph data for social media promotion on platforms such as Discord.

For developers looking to audit their own D2C strategy and supercharge their conversion rates, FastSpring offers expert consultations at fastspring.gg.

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Beyond the App Store: A Guide to App2Web Mobile Monetization https://fastspring.com/blog/beyond-the-app-store-a-guide-to-app2web-mobile-monetization/ Mon, 02 Mar 2026 18:20:42 +0000 https://fastspring.com/?p=31147 A guide to app2web monetization: the regulatory landscape, the benefits of app2web, how to monetize your app, and how FastSpring can help.

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Key Takeaways About App2Web Mobile Monetization:

  • App2web flows enable mobile app and mobile game developers to steer users to their own external web store to complete transactions outside the “walled gardens” of Apple’s App Store and the Google Play Store.
  • Doing so allows developers to avoid hefty commissions paid to app stores — but also to more directly own their relationship with users and gather invaluable first-party data.
  • Steer Safe™ from FastSpring offers a quick, simple way to launch app2web with secure, localized checkout and the most popular global payment methods.

For over a decade, the mobile app economy was defined by the walled gardens of two tech behemoths: Apple’s App Store and the Google Play Store. For developers of digital-first businesses — including mobile apps and mobile games — hefty commission fees of 15% to 30% were par for the course, a necessary evil to gain access to these marketplaces and consumers who frequent them.

Today, that’s changing. A series of landmark legal rulings and shifting regulations around the world are breaking down those walls, making mobile monetization outside of app stores possible and offering developers a way around those hefty fees.

App2web flows, which steer users from within an app to your external web store to complete a purchase, are a big part of that.

Below, we cover:

Prefer to watch a video presentation about app2web monetization? Our experts presented an earlier version of this content at a Business of Apps event in Oct. 2025. Watch the full video here.

FastSpring is how gaming studios and mobile app makers sell in more places around the world. For over two decades, FastSpring has been a payment provider you can use to sell apps, games, or in-game items on your website, web shop, or embedded directly into your app with fully customizable and branded checkouts just for you. FastSpring allows you to offload the complexity of global payments, VAT and sales tax compliance, player payments support, and many other aspects of payments management. Spend less time managing your payments and compliance and more time making great apps! Set up a demo or try it out for yourself.

The Shifting Regulatory Landscape Around App Stores and Mobile Monetization

The transition to web-based monetization is powered by a number of legal decisions that have redefined what steering looks like for mobile developers. These rulings have effectively legalized and protected the practice of guiding users to a website to find a better deal or additional options.

These changes mean that, for the first time, you can explicitly message users in-app about better deals or exclusive content available on your own web store without fear of account suspension.

Why Go App2Web? (Hint: It’s About More Than Fees)

While saving on marketplace commissions is a significant driver, they aren’t the only reason top-tier developers want to sell outside app stores. In a 2025 survey of mobile gaming companies, top reasons for adopting a direct-to-consumer (D2C) web store included:

  • Improved access to customer data and insights.
  • More control over pricing and promotions.
  • Improved brand visibility and loyalty.
  • The opportunity to build a direct relationship with players.
A bar graph showing the 5 stack ranked reasons why those already doing D2C chose to do so.

Read the results of our entire gaming industry survey here.

The Value of First-Party Data

When a user transacts through a traditional app store, the marketplace owns the relationship, often providing the developer with anonymized data only. By moving the transaction to your web store, you capture the most valuable piece of data for any business: the customer’s email address.

Having direct access to user data — including geography, platform, language, name, and purchase history — allows you to move from reactive to proactive marketing. You can implement automated onboarding flows, renewal reminders, and win-back campaigns to enhance adoption, promote loyalty, and mitigate churn.

Solving the Attribution Gap

One of the greatest challenges in mobile marketing is the attribution gap created by walled garden ecosystems. Web stores allow you to embed tracking pixels from platforms such as Meta and Google — so you can see exactly which ad campaigns drive paid conversions, rather than just app installs.

This feedback loop is essential for optimizing your ad spend, allowing you to double down on high-performing campaigns and create lookalike audiences based on your best customers.

Pricing and Bundling Flexibility

The web offers freedom and flexibility that app stores just can’t match. On your web store, you can experiment with tiered pricing, custom bundles, or loyalty rewards, with no requirement that they fit into Apple or Google’s rigid SKU structures.

For example, you might offer a “Buy Direct” bonus, such as offering a discounted subscription  or a month of free service, to incentivize the jump to your web store.

How to Launch App2Web in the US

Launching app2web monetization doesn’t require building a massive ecommerce platform. You can start with a simple, secure checkout loop that integrates with your existing back-end systems.

Step 1: Add In-App Buy Buttons

Place clear calls to action (CTA) buy buttons in appropriate places within your app or game — such as your paywall, your in-game store, or a settings menu — that link to your checkout experience or web store.

In the U.S., you can use explicit messaging such as “Buy direct and save” to guide users.

Overlapped screenshots of a mobile phone showing an app with an enlarged blue Buy Direct on Web button popped out for emphasis.

Step 2: Pass Dynamic URL Variables

To ensure the transition is seamless, your app needs to pass data over to your web store. When a user taps the Buy button, use dynamic URL variables to pass their User ID, product tokens, and authentication details to the back-end system.

This allows your web store to recognize the user instantly without requiring them to log in again and adding unnecessary friction to the checkout process. It helps you track who that person is, what they’re doing, and their entitlements.

Then you can use that data to leverage segmentation, for example, or to offer promotions or discounts as related to that user.

Step 3: Localized Web Checkout

With web checkout, you can control the design, data collection, and payment methods you accept. It doesn’t have to be complicated — it can be as simple as your logo, the product they’re purchasing, and the payment methods offered.

It’s crucial to offer localized payment methods that are familiar to your users in different jurisdictions. For example, U.S. users are familiar with mobile wallets such as Apple Pay and Google Pay, which offer quick, seamless checkout for them. In Brazil, users may prefer Pix, while in India, UPI (Unified Payments Interface) is more popular.

Beyond payment methods, your web checkout may also need to be translated into other languages and prices converted into the user’s currency.

Step 4: Communicate With Back-End Systems to Allow In-App Entitlements

Once the purchase is complete, your commerce platform sends a signal — typically via a webhook or API — to your back-end.

Your internal systems then update the user’s account and unlock the digital product or subscription. At the same time, a deep link redirects the user back to your app, where the purchase is reflected in near real-time — as few as 10-15 seconds.

In-App Steering With Steer Safe™ From FastSpring

In addition to circumventing app store fees and collecting user data, another key goal of the flow is driving value for your users. That means creating a smooth, secure loop where the user finishes their checkout on the web, your systems automatically sync, and the app reflects the purchase in near real-time.

If all of that sounds a bit complicated to pull off, FastSpring can help. Our approach to app2web steering — called Steer Safe™ — makes it simple for you to steer users from in-app experiences to secure, localized checkout, and back to your app, all in a matter of seconds. It’s a much faster and easier way to deploy app2web as soon as possible.

A gif showing the flow for a user making a purchase on an android phone using Steer Safe for mobile apps.

It’s back-end agnostic — meaning it works with whatever back-end system you’re using — and is available for both iOS and Android mobile apps.

Learn more about Steer Safe™ from FastSpring.

Leveraging Your App2Web First-Party Data

When you’re just operating in app stores, it can be very challenging to identify who your users are, collect their email addresses, and create a conversation with them. By using the app2web flow, you unlock a lot of that data.

Once you’ve established that direct line to your customers through your web store, you can transform your growth strategy from generic to highly personalized.

Ad Targeting and Retargeting

With a web store, you’re no longer flying blind. By connecting your first-party data to your ad platforms, you can:

  • Identify high-value campaigns: Know which creative assets and which audiences are driving the most revenue.
  • Automate targeting: Ad platforms like Google and Meta can automatically use this data — along with their own algorithms — to better target your ads to the users most likely to convert.
  • Effective retargeting: Show ads specifically to users who visited your web store but didn’t complete a purchase.
  • Build “lookalike” audiences: Upload your list of converted web buyers to find new users with similar characteristics.

Email Marketing

Your email list is your most direct channel for retention, and — as we mentioned above — email addresses are the most valuable piece of data you can collect via app2web.

When you connect this and other first-party data to your email marketing platform, you can easily tailor and target your email campaigns.

  • Personalized onboarding: Send tutorials and tips based on the specific product or bundle they purchased.
  • Automated renewals: Remind subscription users of upcoming renewals with a link to manage their account on the web.
  • Win-back and re-engagement flows: If a user hasn’t logged in for 30 days, trigger an email offer with a web-exclusive discount to bring them back.
  • Segmentation: Segment users to deliver the right message, to the right people, at exactly the right time.

Monetizing With Web2App In Addition to App2Web

Whether you’re in a region where app2web isn’t allowed, or you simply want to improve revenue and user acquisition, web2app is a valuable addition to your toolbox.

This flow creates a funnel through which you can drive user acquisition, and helps avoid fees on the app store. To do this, you’ll need a few parts: social ads or organic posts, a website landing page, and a checkout.

Instead of using the app store as your primary user acquisition channel, you can leverage paid social platforms like Meta, TikTok, or Google Search to send traffic directly to your website. Instead of being reliant solely on the app store listing, you can take ownership of the entire user journey.

When a user clicks on an ad, they land on a high-converting page you’ve designed without the distractions — or limitations — of the app store pages. This also allows you to implement other features like robust A/B testing, pixel tracking, and retargeting strategies that contribute to additional access to user data.

Then at checkout, you gain the benefit of bypassing the standard 15%-30% platform commissions and can offer features on your site that decrease customer churn, such as saved payment methods and account management. You can also offer flexible pricing, bundle products, or discounts that wouldn’t be otherwise feasible if you were paying the cut to the app store.

Once the transaction is finished, you’ll send your user to an app store page link to download and log in, where their purchase is already waiting for them.

Ultimately, this strategy transforms your app from a discovery-dependent product into a conversion-focused powerhouse, where you’re able to control user acquisition from channels outside of the app marketplaces while still keeping the flows that already work for you.

Other Web2App Tips

Funnels aren’t the only way you can improve user acquisition on your website with web2app. Below are a few more tips for how you can use it to improve website conversions and user acquisition:

Incentivizing the Web Visit

To encourage users to leave the app and visit your site, offer additional value that isn’t available in the mobile app interface:

  • Additional free assets: Templates, PDFs, exclusive in-app themes, or resource libraries.
  • Industry content: Educational content, industry insights, and tutorials.
  • Site-exclusive events: Webinars, livestreams, Q&As, or site-exclusive challenges.
  • Community: Forums, community showcases, leaderboards, etc.
  • Loyalty rewards: Badges or loyalty currency for in-app purchases.
  • Reports and tracking: Exportable data summaries and personalized dashboards.

How to Launch Web2App Store Flows

  1. Create a product page with the products available to purchase for your customers. If you only offer a single product, this can be a single, simple page. For more extensive product catalogs, a full web store may work better.
  2. Integrate the checkout experience into your product page as a simple pop-up checkout, for example, or a more customizable embedded checkout. A shopping cart feature may be worthwhile if you offer many products or add-ons.
  3. Process user payments on your web store using Apple Pay, Google Pay, and other popular, preferred, and localized payment methods, depending on the jurisdictions where your users live.
  4. Communicate with back-end systems via webhooks and APIs to allow in-app entitlements — confirm purchases, deliver subscriptions, unlock content, etc. — and send users back to the app as quickly as possible following a purchase.

When done well, checkout should feel like a part of a more holistic experience that users have with your brand. Ensuring the process is seamless and quick — and that the design is consistent across your app, web store, and checkout flow — will help guide users through the payment process and mitigate any drop-off or abandonment.

One Connected Commerce Experience With FastSpring

App2web isn’t a standalone channel or strategy. Think of it more like an additive layer to your existing app and web strategy.

Together, app2web and web2app flows unlock new revenue and richer first-party data. It’s not just about billing, but about developing a direct relationship with your users.

The question is no longer whether you should launch direct monetization on your website, but how quickly you can get it live to start owning your customer relationships. With FastSpring, it’s easier than ever to connect app2web and web2app flows to your app, helping you convert more, everywhere.

FastSpring is how gaming studios and mobile app makers sell in more places around the world. For over two decades, FastSpring has been a payment provider you can use to sell apps, games, or in-game items on your website, web shop, or embedded directly into your app with fully customizable and branded checkouts just for you. FastSpring allows you to offload the complexity of global payments, VAT and sales tax compliance, player payments support, and many other aspects of payments management. Spend less time managing your payments and compliance and more time making great apps! Set up a demo or try it out for yourself.

Frequently Asked Questions About App2Web Monetization for Mobile Developers

What Is App2Web and How Does It Benefit Mobile Developers?

App2web flows enable mobile app and mobile game developers to steer users to their own external web shop to complete transactions outside the walled gardens of Apple’s App Store and the Google Play Store.

Benefits for developers include:

  • Improved access to customer data and insights.
  • More control over pricing and promotions.
  • Improved brand visibility and loyalty.
  • The opportunity to build a direct relationship with players.

Can I Steer iOS and Android Users to My Web Store?

As of this writing, direct and explicit steering is allowed for users in the U.S. and Japan.

For users outside these jurisdictions, developers can deploy web2app flows: Instead of linking directly to a payment page, you can steer users to non-payment pages — i.e., pages that provide some non-transactional value.

It’s less direct, but this strategy works as a one-two punch: you bring them to the web for content, and once they have an account, you can market the store to them directly.

Ready to try FastSpring? Set up a demo or try it out for yourself.

The post Beyond the App Store: A Guide to App2Web Mobile Monetization appeared first on FastSpring.

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A Crawl-Walk-Run Guide to Global Pricing and Packaging for Games https://fastspring.com/blog/a-crawl-walk-run-guide-to-global-pricing-and-packaging-for-games/ Thu, 26 Feb 2026 21:17:31 +0000 https://fastspring.com/?p=31145 A crawl-walk-run approach to using your game’s global P&P strategies to get value for both you and your players — without making them angry.

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Game publishers often strive to build expansive worlds with fluid economies, yet many publishers are finding that player experience and real-world profit potential are often stifled by rigid, “cookie-cutter” web store strategies that don’t take into account the global nature of modern gaming.

For example, using a one-size-fits-all approach to pricing and packaging tends to be less fair for players located in countries with lower disposable income, which also limits your ability to increase revenue and profit driven by players in those countries.

We know there is potential to make things more fair for players and increase profits at the same time — but how can we localize pricing without making players angry at a lack of pricing parity between countries?

In this article, we explore how optimizing global pricing and packaging is a delicate balance between driving transaction volume, profitability, and pricing parity. We’ll take you through a crawl-walk-run approach to finding the best formula for your game’s global P&P strategies that can deliver the most value to you and your players — without making them angry.

The ROI of Global Flexibility

Optimizing for profitability with your global P&P strategy is a fairly straightforward concept. The lower your price is in any particular country, the more transaction volume you’ll have, but with a lower profitability per transaction. If your transaction volume increases enough, your total profit for that country will increase, even if your profit per transaction is lower. Easy peasy.

The more complex part of global P&P is when pricing parity across countries is considered. 

For example, gaming is a global and social business. Your players are everywhere and likely interact with each other on Discord, Reddit, or other social media. If you offer players in India a lower price than you offer to players in the U.S., then your U.S. players may learn of your lack of pricing parity between countries and get angry with you. They may even try to game the system by using VPNs or other techniques to try to get access to the lower pricing. Not so easy… peasy.

So how do you localize your P&P globally to maximize profits without making players angry? 

I like to recommend a crawl-walk-run approach to price localization, starting with the least aggressive options and testing into more aggressive options over time.

Global Pricing and Packaging Strategies

(Ordered by Least to Most Aggressive)

  1. No Localization: You offer the same currency and price globally.
  1. Localized Currencies: You charge the same price in all countries, but offer local currencies pegged to the current exchange rate for that currency.

Pro tip: Changing prices frequently due to shifting exchange rates can be confusing for players. I recommend evaluating exchange rates about once a year to set prices instead of changing prices frequently or dynamically. That said, you should take note that exchange rates can change quickly depending on the country and world events, so prices that make sense in January might not make as much sense in March.

  1. Localized Discounts and Promotions: You offer the same products at the same list price (adjusted for local currencies) in all countries, but you offer a limited time discount for that country (e.g., “We’re celebrating our growth in India with 20% off our June battle pass for India-based players!”). Players tend to be more forgiving of celebratory regional discounts causing a lack of price parity vs. a lack of parity for everyday list prices.

Pro tip: Use geo localization on your web store to gate offers to only show to players located in the countries you’re targeting. You can use IP addresses or the player’s billing address (for logged in players) to power geo localization on your web store.

  1. Localized Products: You offer slightly different products for a lower price in specific countries (e.g. “Buy BattlePass Lite for a 50% discount. Excludes bonus skins included in the main battle pass.”). The logic behind this strategy is that if players in one country notice a cheaper price in another country, you can point out that this is because those players get less for that price. Lower price = less entitlements.

Pro tip: Try acknowledging that you’re offering players in certain countries cheaper options with less entitlements to help all players enjoy your game regardless of their access to disposable income. There’s nothing sneaky or wrong about trying to be inclusive and fair.

  1. Localized Pricing: You offer the same products globally, but price differently per country. This is the most extreme example, in which your battle pass costs maybe $20 in the U.S., but only the equivalent of $5 in India. This comes with the greatest risk of player dissatisfaction due to the lack of price and value parity between countries for the same product.

Pro tip: As the most aggressive approach, this should be the last option you experiment with; however, this approach also offers the highest degree of control when optimizing for profits within a specific country. Additionally, if you are monetizing a casual game where players rarely if ever speak with each other, you may have lower risk of localized pricing causing players to be angry at a lack of price parity between countries.

So, What Is the Best Approach for YOUR Game?

The best global P&P strategy for your game — and your players — depends on a near-infinite number of variables, from your type of game, the type of in-game items for sale, player concentrations, and so on. This means that the true best approach is to iteratively test, measure your results, and listen to your players at every step of your journey. 

My advice is to take a crawl-walk-run approach, starting at the top of the list of strategies above, and making your way down the list until your ability to drive profits clashes with your ability to keep players happy. Once you find the right global P&P strategies, the result should be a more fair experience for your players and higher profits for you.

If you’d like help with monetizing your game D2C including advice on your global P&P strategies, request a FastSpring demo or check out FastSpring for gaming.

The post A Crawl-Walk-Run Guide to Global Pricing and Packaging for Games appeared first on FastSpring.

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FastSpring Presenting at App Growth Summit LA 2026 https://fastspring.com/blog/event-app-growth-summit-la-2026/ Wed, 28 Jan 2026 16:00:00 +0000 https://fastspring.com/?p=31109 FastSpring is a Gold sponsor at App Growth Summit LA 2026 and will be participating in a panel on how to launch app2web monetization ASAP.

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FastSpring is excited to be a Gold sponsor at App Growth Summit LA 2026 in Los Angeles on Feb. 24. The packed one-day conference for app marketers, growth experts, and product leaders showcases 35+ speakers across 12 sessions and 2 stages.

After a full day of full-funnel strategizing for user acquisition, retention, engagement, and more, round out the day with the AGS West Coast 808s After Party to continue the fun and the networking.

Session: How to Take Advantage of Epic vs. Apple and Launch App2Web Monetization ASAP

Join FastSpring’s Director of Demand Generation Jesse Paliotto along with Hiatus VP of Growth Jeff Wang and Activision Sr. Director of Mobile Marketing Elizabeth Burr for a panel discussion on mobile app monetization.

The panel will dive into the practical challenges of off-app monetization, from getting users to leave the app to converting them on the web and returning them seamlessly, and they’ll discuss how teams are balancing higher margins with conversion risk — including how to build flows that protect both the user experience and revenue.

Check out the panel at 12:10 p.m. 

Where to Get Tickets

To request your invitation to the conference, visit the App Growth Summit LA 2026 page.

How to Connect With FastSpring

Check out our panel discussion, or stop by our booth to talk to the FastSpring team about how you’re currently approaching monetization — and how we can help take your app growth to the next level!

Want to book a 1:1 session or product demo to happen in-person at the event? Request a demo here.

FastSpring is how mobile app makers and gaming studios sell in more places around the world. For over two decades, FastSpring has been a payment provider you can use to sell apps, games, or in-game items on your website, web shop, or embedded directly into your app with fully customizable and branded checkouts just for you. FastSpring allows you to offload the complexity of global payments, sales tax and VAT compliance, player payments support, and many other aspects of payments management. Spend less time managing your payments and compliance and more time making great apps! Set up a demo or try it out for yourself.

The post FastSpring Presenting at App Growth Summit LA 2026 appeared first on FastSpring.

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How to Sell a Mobile App or Game Outside App Stores https://fastspring.com/blog/how-to-sell-a-mobile-app-or-game-outside-app-stores/ Tue, 27 Jan 2026 20:03:08 +0000 https://fastspring.com/?p=29111 Info on app store rates & practices, selling outside the app stores (a.k.a D2C or app2web), industry legal news, and how FastSpring can help.

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Key Takeaways About Selling Outside the App Stores:

  • Mobile app marketplaces such as the Apple App Store and Google Play Store make app distribution easy, but they charge steep fees.
  • There are a few important components to selling outside the app marketplaces, such as choosing a payments partner, setting up user accounts, and structuring your purchases and packages.
  • A merchant of record such as FastSpring can make selling globally much easier for mobile app and game publishers.

If you’re not sure how to sell an app direct to consumer (also referred to as D2C or app2web) outside the app marketplaces — or if you’re looking for a new way to monetize your mobile app or game — you may be wondering what options you have.

Steep fees from platforms like the Apple App Store and the Google Play Store can understandably cause game developers and app creators to look beyond the convenience, discoverability, and ubiquity of traditional app marketplaces.

Historically, restrictions from the platform providers have made that difficult — but as a result of ongoing court cases along with the development of new laws and regulations, the mobile landscape is changing.

TL;DR: If you’re looking to sell outside Apple’s App Store and Google’s Play Store, you may have more options than you thought.

In this article, we’ll cover:

FastSpring is how gaming studios and mobile app makers sell in more places around the world. For over two decades, FastSpring has been a payment provider you can use to sell apps, games, or in-game items on your website, web shop, or embedded directly into your app with fully customizable and branded checkouts just for you. FastSpring allows you to offload the complexity of global payments, sales tax and VAT compliance, player payments support, and many other aspects of payments management. Spend less time managing your payments and compliance and more time making great apps! Set up a demo or try it out for yourself.

Note: Information in this article was validated at time of publishing and is subject to change.

How Mobile App Marketplaces Work

Making up over 99% of mobile OS market share globally, Android with the Google Play Store and iOS with the iPhone App Store have enjoyed a duopoly over mobile app distribution and mobile app ecommerce worldwide. While those markets are beginning to open up, it’s helpful to understand the business model that app marketplaces have traditionally worked under.

On the plus side, because major app marketplaces are used by basically every human on earth with a mobile phone, the ability to attract new users for your app or players for your game is unmatched.

Marketplaces make it easy and convenient for users to download and pay for new apps and in-app purchases through a marketplace and within an ecosystem they already trust, and with payment methods they’ve already saved to their account.

Marketplaces also make it easy for mobile app developers to distribute their apps. They manage important transaction factors such as varied payment methods and currencies, fraud, tech support related to the transaction, and collecting and paying sales taxes. 

But that ease of use can come at a steep price for developers.

Fees and Commissions Charged by Major App Marketplaces

Assuming your game or app is accepted by the mobile app store app review gatekeepers in the first place, the complete lack of competition ensures that the fees associated with sales via iOS and Google Play app stores are very high — usually around 15% on the first $1 million in sales annually and up to 30% on revenue streams exceeding $1 million per year.

That’s on top of the $99 per year membership fee required to join the Apple Developer Program, create your developer account, download Xcode, and access App Store Connect.

Those fees also apply to in-game purchases as well. This means that even if you intend to release a free app but monetize it using in-app purchases, you and/or your players and users will still be burdened by paying steep fees to the app stores.

Passing App Store Costs on to Consumers

Some apps have taken efforts to make it clear that at least a portion of high app store fees are being passed along directly to buyers, but that there are lower-cost options instead.

Adding Fees to Subscriptions Purchased via App Marketplaces

When Otter — an AI meeting agent and transcription app — revamped its pricing options in mid-2023, there was one particularly notable option for Pro plans: Paying for a yearly subscription via the Apple App Store or Google Play Store cost users an extra $10, increasing the price by about 8% from $119.99 to $129.99 USD.

A screenshot of Otter's August 2023 pricing changes announcement post, as of December 2023.

To explain how users could avoid this upcharge, Otter placed a green “Tip” box just below the Otter Pro pricing grid, encouraging users to “Learn how to move your Apple App Store or Google Play Store subscription to Otter via Web.”

A screenshot of Otter's 2023 pricing changes grid showing current and new prices, broken out by package and method of purchase.

To address this pricing discrepancy more directly, the FAQ section at the bottom of the announcement page stated the higher price via app marketplaces “reflects the additional charges required to host the Otter.ai subscriptions on both Apple and Google’s app stores.” 

It went on to explicitly recommend users cancel their current Apple App Store or Google Play Store subscription and re-subscribe via Otter’s website.

At the time of this writing, it appears that pricing for Otter Pro is now the same whether the user signs up via the Play Store or via web directly from Otter.ai, but their help page (linked above) about how to switch to a web subscription is still up, and the page mentions two additional benefits besides savings: access to the Otter support team if you have any subscription issues, and easier account management with access to upgrade options that aren’t available in the app. 

Offering Discounts for Direct Purchases

Subsequently, game and app developers may opt to offer discounted prices to users if they purchase outside of the app via an external user account that’s linked back to the app.

Developers can advertise these kinds of discounts and user accounts on their websites or in the app, depending on app marketplace regulations and location. 

An example game website screenshot mockup stating that users can save when purchasing online, to illustrate mobile app monetization and selling outside the app store.

App devs make it easy for a user to sign up by simply opening the app on their phone, tapping a button to create a user account, and completing registration. 

Then users can easily make purchases from the developer’s website directly, for much less than they would pay if they made the same purchases within the app. (More on user accounts below.)

An example game website screenshot mockup explaining how to make a website purchase, copy a code, and then redeem it in app, to illustrate mobile app monetization and selling outside the app store.

More App Developers Are Selling D2C

While there are many benefits to selling games and apps through the iOS App Store and Google Play, the downsides on pricing & fees and the limitations on game distribution mean that as court cases continue and new regulations open up the markets, more and more developers will be wondering how they can implement a D2C strategy for their app or game.

In fact, by the middle of 2025, the gaming industry leaders we surveyed were already using direct-to-consumer monetization at a rate of 57%, and when combined with those not yet using D2C but planning to within 12 months, about 83% of all those surveyed will be using it by mid-2026. 

Read more of the illuminating gaming industry survey results in our post, Massive Gaming D2C Survey From FastSpring and Omdia.

How to Sell Apps Outside App Marketplaces

In the Otter example above, even though Otter’s app is downloaded via the Apple App Store or the Android Play Store — and Otter was charging a higher price if users paid for their yearly Pro subscription via those stores — there was still a lower-cost option for their users: Downloading the app from one of the stores, but paying for their service on Otter’s own website using a different payment services provider (PSP).

This model is an example of the difference between distributing an app through the app marketplaces, and monetizing an app through the app marketplaces. 

Even if downloads of your app are captive to proprietary stores, that doesn’t mean it’s the only way users can pay for your service or features.

Here are some of the key things to consider when setting up your own app monetization option outside of major app marketplaces.

Choosing a Payment Provider

Step one is choosing how you’ll accept payments outside app marketplaces.

There are many options for payment services providers (PSP) and merchants of record (MoR) on the market that you can set up to take payments outside of device-captive app stores. 

But there is a key difference between payment services providers and merchants of record

A PSP helps businesses sell a product by handling the specialized services and back-end connections needed to do so (such as connecting payment gateways, payment processors, and a merchant account). 

An MoR like FastSpring does all that and more — from handling payment processing to taking on important responsibilities such as worrying about card brand rules, regulatory rules across jurisdictions, risk management and fraud prevention, handling refunds and chargebacks, sales taxes, VAT, and GST, and more. That includes calculating, collecting, and remitting taxes.

FastSpring is how gaming studios and mobile app makers sell in more places around the world. For over two decades, FastSpring has been a payment provider you can use to sell apps, games, or in-game items on your website, web shop, or embedded directly into your app with fully customizable and branded checkouts just for you. FastSpring allows you to offload the complexity of global payments, sales tax and VAT compliance, player payments support, and many other aspects of payments management. Spend less time managing your payments and compliance and more time making great apps!  Set up a demo or try it out for yourself.

Can I Just Use Stripe?

Before you jump to considering an even simpler and lower-cost PSP such as Stripe, note that it’s very simple — Stripe is not a merchant of record.

Because they do not assume the same responsibilities an MoR like FastSpring does, you will still be responsible for important tasks such as managing risk, dealing with chargebacks, and handling taxes. 

Stripe has multiple upgrades available to fill some of those gaps, but each upgrade package will continue to increase the price anyway. Learn more about how Stripe charges for their Tax upgrades in our article 2Checkout vs. Stripe vs. FastSpring: Comparing Payments, Taxes, and Platform Features (+ Pricing).

It can be very easy for SaaS companies and app businesses to outgrow Stripe, so it may be easier to start with a more robust merchant of record from the outset, particularly if you plan to grow quickly and/or serve customers globally.

FastSpring Steer SafeTM Makes Web Purchases Very Easy for Mobile Users

For a super smooth purchase flow that sends app users from your app to your website and right back when the purchase is complete, FastSpring now has Steer SafeTM, an approach to monetizing apps with the fastest, least-taps paths possible. 

Easily add purchase buttons or links directly in your mobile app or game, and securely pass player info, product info, and more to your FastSpring-powered checkout on the web. Then quickly return the user to the app to get right back to utilizing their purchase.

To learn more and even see gifs of the purchase process in action, check out our Steer SafeTM posts about games on iOS, games on Android, or mobile apps on both iOS and Android.

Setting Up User Accounts

To connect purchases between your own checkout option and your app that was downloaded from an app marketplace, you’ll likely need some kind of user account system for users to track — and activate in-app — their purchases.

User accounts allow users to make purchases outside of the App Store or Play Store, then sign in to your app to see the purchase credited there.

In the case of FastSpring, we also provide consumer support to users. If they have any issues with their purchase or their purchase account, we’ll be there to help — making one less thing for you to worry about.

Structuring Purchases and Packages

Purchases tied to users’ accounts are often in the form of in-app currency or subscriptions.

In-App or In-Game Currency

To monetize your app using in-app or in-game currency, the currency is purchased using real money on your site and then redeemed in your app for in-app items, features, etc. 

In the case of many game apps, the apps use an in-game currency such as coins, gems, gold, or a unique fictional currency that users can redeem for bonuses within the game. The currency can usually be purchased in various packages, with web-exclusive pricing offered if users leave the app and buy straight from the game developer’s site.

Users can then check out with a typical online purchase experience, such as with FastSpring’s online checkout with built-in user experience and conversion optimization.

FastSpring is how gaming studios and mobile app makers sell in more places around the world. For over two decades, FastSpring has been a payment provider you can use to sell apps, games, or in-game items on your website, web shop, or embedded directly into your app with fully customizable and branded checkouts just for you. FastSpring allows you to offload the complexity of global payments, VAT and sales tax compliance, player payments support, and many other aspects of payments management. Spend less time managing your payments and compliance and more time making great apps! Set up a demo or try it out for yourself.

Subscriptions

Rather than individual purchases as needed, you may prefer to offer access to your app (or its premium services and functionality) via a subscription, often available monthly or yearly.

In the Otter example, besides a freemium option, Otter’s packages are available as monthly or annual subscriptions. 

A screenshot of Otter's plans and pricing offerings as of January 2026.

FastSpring provides a wide variety of subscription management tools to help you monetize your mobile app, game, software as a service, or other digital products.

Items and Upgrades

Items and upgrades are yet another packaging option for monetizing your app. These can be independent of other options like subscriptions and in-app currency, or they can work in tandem with them.

In the case of Otter, which offers a freemium version of their service (either via web or using their app), upgrades such as more transcription minutes, team collaboration, and advanced export options help incentivize users to subscribe to their Pro and Business packages.

In the case of gaming apps, the possibilities are nearly endless — with exclusive items, characters, power-ups, and more to motivate players to shop via the website and redeem in the app. 

An example game website screenshot mockup showing website exclusive purchase items, to illustrate mobile app monetization.

If you’re not familiar with the recent and ongoing legal challenges that could affect both Google and Apple’s stores in some way, there have been quite a few around the world, including in the U.S., Europe, Japan, and Brazil.

The EU’s Digital Marketing Act (DMA)

In Europe, the EU’s Digital Marketing Act (DMA) is aimed at what the Commission called “gatekeepers” (which includes Apple, Google, Meta, etc.), and the Commission began enforcing it in March 2024.

Apple has revised its App Store rules, giving developers more freedom and flexibility when it comes to monetizing — but this was after the company was charged with violating the DMA rules by not fully allowing steering.

Get the basics on the DMA and more helpful links here.

Japan’s Mobile Software Competition Act Guidelines

The Japan Fair Trade Commission (JFTC) released the Mobile Software Competition Act Guidelines, which includes regulatory guidance in line with the EU’s DMA. The MSCA guidelines went into effect in December 2025 and address Apple and Google’s restricting of alternative app marketplaces, forced use of their own payment systems, and anti-steering & browser engine restrictions.

Epic Games’ Lawsuits in the US

After Epic Games used discounts to encourage its Fortnite users to use a different payment system instead of the app marketplaces, both Apple and Google subsequently removed Fortnite from their stores in 2020. Epic Games then separately sued both Apple and Google.

In the Apple case, judgments and appeals have been split between Epic and Apple. Of note, the 9th Circuit U.S. Court of Appeals ruled in April 2023 that Apple’s prohibition against allowing app devs to send users to other non-App Store payment methods violated California’s Unfair Competition Law.

Appeals were made to the Supreme Court, but in January 2024, the Supreme court decided not to hear those appeals; read more about responses from Epic and Apple here

In response to requirements that the company permit developers to guide users toward alternative payment options outside the App Store (also known as “payment steering”), Apple put in place rules that required developers to report — and pay Apple a commission — on transactions processed elsewhere. But n April 2025, a U.S. judge ruled against Apple, preventing the company from charging commissions on external payments.

In the Google case, appeals also continue, but a December 2023 ruling found in favor of Epic on all counts, and the U.S. Supreme Court ruled in October 2025 against Google’s bid to delay required changes to the Play Store set to take effect later that same month.

Disclosure: FastSpring provided key evidence about alternative payment options in EPIC’s antitrust lawsuit against Google. Read more here.

US State-Led Cases

In Utah v. Google, 37 attorneys general (representing 21 million Americans) maintained that Google uses illegal, anticompetitive, and/or unfair business practices that restrict competition, drive up prices, and limit choices, all of which harm consumers that purchase games and other digital goods through the Google Play store. Read more about the Google case here.

Brazil’s Antitrust Regulation

After a 2022 complaint filed by MercadoLibre in both Brazil and Mexico — in which MercadoLibre took issue with Apple’s requirement that app developers must use Apple’s payment system for selling digital goods or services offered within the apps — Brazil’s antitrust regulation agency Cade stated in Nov. 2025 that Apple needed to lift restrictions regarding payment methods for in-app purchases. That included allowing links to other sites to help facilitate alternative payment options.

Frequently Asked Questions About Selling Outside the App Stores

How much does it cost to publish an app on the App Store?

Publishing an app on the Apple App Store requires you to maintain an Apple Developer Program membership, which costs $99 per year (even if you don’t plan to monetize your app). If you monetize your app — and you opt to let Apple handle the sale — the company charges commissions of 15-30% of your sales.

Does Apple still charge a commission if I sell outside the App Store?

This is a complex and evolving situation. After various regulators around the world began requiring Apple to allow developers to link users to external payment options, Apple implemented new rules requiring developers to report those external sales and still pay a (slightly smaller) commission.
In April 2025, a U.S. judge ruled against Apple’s ability to charge developers for external payments, but the precise legal landscape around this continues to change.

Can you distribute an iOS app without the App Store?

While we’ve focused primarily on monetizing outside the app marketplaces (in other words: selling D2C via your website), the rules for distribution are also changing.
In Europe, regulations like the Digital Marketing Act (DMA) are beginning to force platforms like Apple to allow for alternative app marketplaces and distribution methods. That said, for most developers, the strategy is still to distribute through the large app stores while monetizing outside of them.

What are the main benefits of selling my app or in-game items direct to consumers (D2C, or app2web)?

By selling direct, you can avoid the steep 15% to 30% commission fees charged by the Apple App Store and Google Play Store. Selling directly can help increase your profit margins and/or pass savings on to your users by offering discounts for purchases made on your website.
It also gives you improved access to customer data and insights, more control over pricing and promotions, better brand visibility and loyalty, and more. See more reasons why game publishers are already using D2C in our survey results.

Partner With FastSpring

If you’re looking for help selling your mobile app or video game directly to consumers, we can help.

FastSpring powers global D2C payments for game studios and app publishers. As a merchant of record, we provide a fully managed payment solution — including customizable checkout, fraud mitigation, and 100% automated sales tax and VAT compliance.

Interested? Set up a demo or try it out for yourself.

Thanks to Tony Markov for contributing to this article!

This post was originally published in Feb. 2024 and has been updated.

The post How to Sell a Mobile App or Game Outside App Stores appeared first on FastSpring.

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News: Japan’s Mobile Software Competition Act Opens Up Steering This Month https://fastspring.com/blog/news-japans-mobile-software-competition-act-opens-up-steering-this-month/ Fri, 12 Dec 2025 17:00:00 +0000 https://fastspring.com/?p=31001 A regulatory act enacted by the Japan Fair Trade Commission (JFTC) in 2024 to curtail mobile app gatekeeping will go into effect this month.

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A regulatory act enacted by the Japan Fair Trade Commission (JFTC) in 2024 to curtail mobile app gatekeeping will go into effect this month.

What Is the Mobile Software Competition Act (MSCA) and When Does It Go Into Effect?

The Mobile Software Competition Act (MSCA) goes into effect on December 18, 2025 and will, among other things, require companies such as Apple and Google to allow third-party payment systems and third-party app stores within their mobile ecosystems.

Is Japan’s MSCA Similar to What Other Countries and Unions Are Doing?

Many countries around the world are enacting similar regulations and laws around mobile steering for payments — also referred to as D2C (direct to consumer) or app2web — including the EU, Brazil, and the U.S. (there are separate ongoing legal cases involving Google and Apple).

However, the MSCA in Japan is unique for a couple of reasons:

  • It will affect both Android and iOS, not distinguishing between the platforms.
  • It addresses native payments, or payments directly inside the game processed by a third party such as FastSpring.

Since this is the first ruling impactfully addressing native payments, this is an area we’ll be monitoring closely.

What Platforms Will Be Affected by the MSCA?

This act will affect any platforms that the act qualifies as “designated providers,” which we can safely assume includes the Apple App Store and the Google Play Store.

What Other Changes Does the MSCA Include?

Steering is only one of many changes that will be enforced when the MSCA takes effect in Japan in December. To read more about how the act unlocks alternative app stores, requires greater transparency in the platforms’ app review process, and ultimately represents a targeted effort to enable fair and open digital markets, you can find the “tentative translation” English version of the guidelines as published by the JFTC here

About FastSpring

FastSpring is how gaming studios and mobile app makers sell in more places around the world. For nearly two decades, FastSpring has been a payment provider you can use to sell apps, games, or in-game items on your website, web shop, or embedded directly into your app with fully customizable and branded checkouts just for you. FastSpring allows you to offload the complexity of global payments, sales tax and VAT compliance, player payments support, and many other aspects of payments management. Spend less time managing your payments and compliance and more time making great apps!

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EP40: D2C Without a Tax Degree: How to Sell On a Web Shop Without Becoming a Tax Expert https://fastspring.com/blog/ep40-d2c-without-a-tax-degree-how-to-sell-on-a-web-shop-without-becoming-a-tax-expert/ Wed, 10 Dec 2025 08:37:00 +0000 https://fastspring.com/?p=30996 FastSpring’s Rachel Harding demystifies what devs need to know about selling skins, battle passes, and currencies globally — without needing a finance degree.

The post EP40: D2C Without a Tax Degree: How to Sell On a Web Shop Without Becoming a Tax Expert appeared first on FastSpring.

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You didn’t build a game studio to become an expert in global tax law. But as more publishers move from marketplaces to direct-to-consumer (D2C) web shops, the burden of tax compliance shifts from Apple and Google directly to you.

In this episode, we sit down with Rachel Harding, Senior Director of Tax at FastSpring, to demystify the complex world of digital goods taxation. Rachel breaks down exactly what developers need to know about selling skins, battle passes, and currencies globally — without needing a finance degree.

Tune in to learn how to navigate the biggest compliance risks and keep your studio focused on what matters most: making great games.

Podcast Full Interview: Audio

Listen on Spotify
Listen on Apple Podcasts

Podcast Full Interview: Video

Transcript

Braden (00:04)
Thanks for joining us today on the latest episode of Growth Stage Gaming, our podcast where we help game publishers and studios learn more about all the ins and outs of going DTC. today we have a special guest, Rachel Harding, our senior director of tax here at FastSpring, who’s going to break down what every developer and publisher needs to know about taxes as they are related to gaming from digital purchases like your skins or

Currencies or battle passes to D T C web shops and beyond will cover why tax treatment differs from region to region The biggest compliance risks that publishers face and what happens when you move from a marketplace to selling direct? Rachel is also going to share where most publishers get tripped up and ways that you can avoid those common pitfalls So if you’ve ever wondered how taxes actually apply to your game and how to navigate those global tax rules without a tax degree

This conversation is going to help you learn a little bit more. So Rachel, tell us a little about yourself and ⁓ what you do here at FastSpring.

Rachel (01:09)
Yeah, thanks, Braden. I know I’m sure taxes is everybody’s favorite subject, but it is mine. So I’ve been at Faspring for about five years now. ⁓ I am the senior director of tax here and responsible for anything kind of in the tax umbrella. I have about 15 years of corporate tax experience, specifically this kind of excise tax, which we talk about VAT sales and use tax.

which is kind of the focus of what we’re talking about today.

Braden (01:42)
Awesome. ⁓ So before we dive into taxes, do something a little more fun. What games do you play? Do you play any games? What do you enjoy? What’s your favorite game to play? ⁓

Rachel (01:53)
⁓ Pretty much it’s like limited to really like family holidays, but I love like the team games. Like I think it’s co-ops, but Overcooked is a family affair. We get everybody in, the nieces and nephews, ⁓ grandpa sucks, you know, like it’s kind of our, ⁓ we get everybody together and at least play a few times over the holidays.

Braden (02:17)
Overcooked is a great game. It’s a very chaotic, it’s a blast. And it makes or breaks relationships, sure. Maybe it’s a good thing you only play at the holidays because then you can leave the chaos.

Rachel (02:31)
There are some people that can’t be on a team anymore. It’s better for the relationship.

Braden (02:36)
That’s hilarious. I love it. ⁓ speaking of, you know, this teamwork and this cooperative work, Taxes can be complicated. It can be hectic and it can be a headache for teams that are working. And so I want to ask to begin, you know, for someone who is building a game today or a publisher who has games out in the market that are maybe considering going direct to consumer, opening a web shop, ⁓ why should they even care about…

taxes in the first place, what’s important.

Rachel (03:08)
Yeah, so I mean, we get this question a lot. ⁓ And there’s kind of a couple of subsections of what could actually happen. There’s like the real business risk that could happen when you’re looking at fines and penalties, ⁓ financial burdens. ⁓ There are cases that you’re at officers, depending on what country it is, can actually be put in jail. I’ve used that to mess with some of our officers here at FastSpring ⁓

So there’s that business side, but then there’s also things that could fall under, like if you were going to sell your company or get a minority majority investment, they’re going to look at your tax operations and see what you did right, what you did wrong. And a lot of times there could be an adjustment for all the things you did wrong, meaning they’re going to pay you less based on all the mistakes that you made. There’s also kind of this concept.

statute of limitations that applies. If you’ve never filed or haven’t done anything, taxing authorities have full jurisdiction. There’s no limit on what they can kind of do or come after. If you’ve applied and you your intent is good, the statute of limitation will apply, which is anywhere from three to four years. And that means that the taxing jurisdiction has three to four years to come after you for that year.

for example, 2020, that is a closed year. So if you filed and you’re good, it’s all water under the bridge. But if you haven’t filed, things will come after you.

Braden (04:49)
And does that apply every year? that something or is it like a checkpoint that you say, I started filing in 2020 and then I forgot to file in 2021 and then it’s 2022. How does that work?

Rachel (05:01)
Yeah, so you have to look at each year. So if you didn’t file in 2021, it’s unlimited again. So, and once the year closes, the year’s done, they can always come after you for that. So it’s really something that it’s better to always do something rather than nothing. That’s kind of what I recommend.

Braden (05:25)
Okay. So it sounds like, you know, there’s a lot of different rules, regulations that are applicable to this. ⁓ Why are the rules so different from, you know, region to region or country to country, you know, for things like your digital goods, like your skins or currencies or battle passes.

Rachel (05:45)
Yeah, honestly, your guess is good as much ⁓ like the states in the here in the states, we like to keep things really complex and do we always like to do things different, like not be on the metric system internationally. It’s based kind of at the country, the federal level. So it’s a little bit easier to determine what’s taxable ⁓ kind of on the broader international spectrum. It looks.

at B2B, B2C. When you’re looking at kind of the comp within gaming, it’s really B2C. So publisher to player, those are really going to be taxable in almost every foreign jurisdiction. ⁓ It’s a little more nuanced when you step into the US because it’s a state level taxing regime. It’s not done at the federal. Each state wants to do it their own way. ⁓ It gets kind of into the details when you start to looking at

of how the game is played. Like you mentioned, digital goods, those are kind of like an item or a non-physical good, and those are going to get taxed by about 20 different states. The more you move into streaming or a live service game, more states are going to tax that. You have around 30, think 33, 35 states that are going to tax that.

As far as kind of in-app purchases like skins, currencies, battle passes, most cases those are just going to default to the taxability of your game. So in this instance, your live service game that is going to be taxable in 33 states as well.

Braden (07:31)
Okay, so what happens then if I’m a publisher and I decide, you know what, I’m gonna go do this on my own and I file incorrectly. say, I’m a digital good. I’m not a ⁓ streaming or live service game. What’s gonna happen or what could happen to me? ⁓

Rachel (07:50)
Yeah, what if you, mean, outside of just making the wrong determination for your product, you will technically then have exposure in all of those states. Cause you, let’s say you’re filing in only 20, those 13 states, then it’s going to go back to that statute of limitations. And since you didn’t tax them and you didn’t file, it’s, they’re going to have jurisdiction to come after you.

Braden (08:17)
Wow. Yeah, that’s pretty wild. ⁓ How quickly that can change things and how intertwined all of this is. ⁓ So then what actually is making the determination? We’ve talked a lot about these taxes and these different states, how you need to file, when you should file, but what actually determines where a publisher owes taxes? Is it at the player location or where the developer is located or who the payment provider is, or is there something else entirely?

Rachel (08:46)
Yeah, one thing we do is that the good thing about kind of excise like indirect tax, ⁓ which is not the case with income tax, because your tax on that is that it’s technically not the publisher’s tax. They shouldn’t be paying out of pocket. The only time that they’re going to pay out of pocket is if they do it incorrectly. But if it’s done correctly, ultimately, it’s a tax that the customer, the player is going to be paying

It’s only if it’s done wrong that it’s then going to fall onto the publisher. where you tax, ⁓ you’re going to look at the location ⁓ where the service is kind of consumed. And what that equates to is where a player is actually playing the game. ⁓ Operationally, it’s your IP address, your billing address.

Those are really the only two kind of the main data points that companies kind of integrate and tax based on. There are some other like weird things you can look at, but ultimately those are going to be the two most sure ways of finding where a gamer is playing.

Braden (10:00)
So then if I’m a publisher doing this, does that mean I need to be collecting what their IP address is, where they live, all of this data in order to stay compliant?

Rachel (10:12)
Yes, you technically don’t need as much information ⁓ internationally because it’s a country level. However, every jurisdiction really wants you to have its two pieces of corroborating evidence in order to prove the location of a player. ⁓ What that means is that if you’re capturing one item, technically they could go back

and prove otherwise that wouldn’t be substantiated if you were to ever get into any kind of issue with the authorities. To be on the safe side, you want two pieces that can corroborate the exact location.

Braden (10:52)
Okay. ⁓ And so I know that like a lot of marketplaces do this for you today. You know, your app store or your place store, like they’re taking care of a lot of this for you. But as publishers start to move to this direct to consumer model, they build their web shops and other things. There may be they’re moving away from marketplaces or maybe there’s a difference there, but maybe you can perhaps you could just help help us understand what is a marketplace in the tax world and how is that.

delineation important as you think about direct-to-consumer payments and some of this data and other things.

Rachel (11:28)
Yeah, and this is kind of like going to be the biggest, like more complex area. ⁓ You know, since the changes that have happened with the Google store ⁓ and, you know, they’re a monopoly, they can no longer force people to sell. We have seen a lot of people kind of go start selling direct. ⁓ One of the biggest pieces that’s going to change is the tax implications, and it’s more so how it’s going to be facilitated.

If you’re currently selling or you were previously selling it on Google or Apple, those are going to be considered kind of marketplace and they’re going to follow marketplace facilitator rules. And what that means is, it’s a shared liability. Google is responsible for the liability, but so is the publisher. ⁓ So a lot of times in the more complex places, Google is just actually

handling that for on be on your behalf. The reporting can get complex because depending on the country, the marketplace has to report and pay or the vendor has to report and pay. It’s best to kind of like, I assume most publishers aren’t even really aware what’s getting done on their behalf until they download a report. And it’s like, what is this tax? Where did this pay? Some in the US we pull up

we follow marketplace facilitator rules. So what’s gonna happen is Apple Google is going to pay on your behalf. There are states where you actually have to file, meaning you have to go claim that tax that was paid on your behalf. ⁓ A lot like I live in Colorado, Colorado is one of those states that you have to go do that. ⁓ So migrating off of Apple or Google and marketplace, you’re gonna have to

basically start doing that on your own if you sell direct. There’s another option obviously selling through merchant record like FastSpring where we operate as a reseller, meaning you don’t have any of that responsibility at all. It’s actually less responsibility than what you had through Google or Apple as a marketplace. ⁓ The most responsibility is gonna be if you’re selling direct. You’re gonna be responsible for looking at kind of all the

⁓ where you sell into and figuring out what’s taxable and where you need to file.

Braden (13:58)
Okay, so if you wanted to do maybe, you know, in because steering is only allowed in the United States, can you still work with Google and Apple and also do some of this direct things, direct to consumer stuff through a merchant of record? Can you do them in tandem?

Rachel (14:21)
Meaning like partly sell through a market like through a marketplace and then partly sell through a more.

Braden (14:27)
Yeah, yeah, sell the same things in both places.

Rachel (14:30)
Yeah, that definitely that I would say that that’s fun for me and like being in the tax room like, that sounds like kind of fun because you’re going to get a little bit of variety and it’s going to be different for non tax people that probably sounds miserable because not only do you have to know what your requirements are with within each of those models, the marketplace and then the merchant of record, you are going to then have

just all these different things you’re gonna have to comply with. Either don’t do it or do it. ⁓ It depends kind of on the different jurisdictions that you’re in.

Braden (15:13)
Right. That’s fascinating. That’s, mean, again, just adds these layers of complexity that I’m not a tax person. So that sounds terrifying to me.

Rachel (15:22)
Most people aren’t.

like, you know, it’s one of those things like, Hey, if you want to deal with it, great, love it. ⁓ but it can, it can get complex. And if you don’t like it, it’s probably the last thing you want to deal with in terms of being a publisher. I don’t think many people are into tax there. That’s why they kind of went into being, ⁓ a publisher within the gaming world. And they like kind of the graphics and the experience very different than

very dry tax, whatever is their preference, but it is much easier to comply when you are using a merchant of record.

Braden (16:02)
Okay. ⁓ So we also have seen, you you’re talking about these options, maybe some publishers you’ve talked about like going direct, you know, differentiating from direct to consumer, right? Which is just selling directly to your player, but direct meaning I’m going to take on a lot of the liability. I want to either be a payment service provider or I want to partner with one that doesn’t operate as a merchant of record. What does that look like? And what’s the

Is there benefit to doing that from a tax perspective or is there an additional challenge that comes from taking that road?

Rachel (16:37)
Yeah, so when you look at it’s kind of like within the selling direct model, ⁓ most of the time you are going to need the help of ⁓ a PSP payment service provider to help you facilitate those payments. It really depends on the services that PSP is providing, because if they are providing kind of the full suite and more robust set of services, they are going to fall into that marketplace facilitator.

and then it will be more along the lines of what Google and Apple were doing. If it’s more of just a standalone PSP, ⁓ it’s going to be the liability of the publisher. ⁓ You really have to, hopefully they walk you through the criteria that shows you what you’re responsible for because it really is, I mean, this is kind of a real time thing that’s been changing and we’re

especially now as we’re seeing kind of this abandonment ⁓ off these marketplaces. ⁓ So as things do change, these rules are not set in stone. And I expect them to change as the dynamics and the selling structure kind of within the digital space does change. So right now at a point in time, this is what the rules are like now. It can change and it probably will change very soon.

Braden (18:03)
That’s so, wow. I mean, again, just so much nuance to all of this. Yeah. The nuance and the details. Yeah. So then we’ve talked a lot about these different ways that you can go liability risk that you take on. What are the most common tax mistakes or pitfalls that you see publishers making when they decide to ⁓ do this on their own or ⁓ sell those things globally?

Rachel (18:08)
We like contacts.

Yeah, I mean, the biggest, I think, mistakes we see is just not understanding how it’s taxed, meaning the nuances between a digital good and gaming. ⁓ But the other thing I see a lot is this concept of like a filing threshold. ⁓ Publishers, different companies will come back and say, we haven’t met the threshold. ⁓ What the threshold refers to is

the volume of sales that you have in a given jurisdiction. That kind of concept is really, it does exist internationally, but it’s a lot smaller. It’s maybe thresholds internationally have been moving to zero, but they maybe are like $10,000 internationally if there is a threshold. Within the US, can be, they’re around 100,000.

But those are also changing as well. Some states have a two-part test where it’s 100,000 and 200 or 100 transactions. What we are seeing is that it’s just moving to a single test and the thresholds are starting to come down. So what was 500,000 is now 100,000. And we just kind of expect that trend to continue.

along with what’s been happening internationally where the thresholds have been moving to zero. So what was once thought of, I’m okay because I don’t have enough sales. We’re on over the threshold is no longer the case just because the rules have been changing.

Braden (20:14)
Right. Okay. That makes sense. So it sounds like, I mean, there’s a lot of things that you know that I wouldn’t know, right? If we were to go out and make a game, right? I would probably need somebody like you benefit of using a merchant of record like FastSpring, because you get that expertise out of the box. ⁓ but you know, I thought we’ve got Chat GPT, we’ve got AI tools and you can ask them just about any question. You get at least some kind of answer.

how reliable may be questioned, like, is it possible to just use an AI service of some kind to get the answers I need rather than paying someone like you or using a merchant of record to do this?

Rachel (20:56)
Yeah, mean, trust me, I’m poking and prodding Chat GPT all the time just to see what it’ll give me. What I actually have seen in the past like year and a half ⁓ is that it’s starting to provide less and less. It’s starting to have a more conservative approach and give you that language of, hey, taxes are complex. You need to consult your tax advisor. ⁓ It’s really good if you just, you know exactly the question that you want and you understand the context of it.

Meaning like, hey, I have ⁓ a downloadable game and my player is based in Missouri. Is this product taxable? Yes or no. That kind of stuff is fine. But that’s assuming you understand, ⁓ you know, location of the player and what the game is. If you give it, if you just dump all your operations into a Chat GPT and say, hey, what’s my tax liability?

it’s not going to give you anything concrete. It’s going to say, hey, taxes are complex. ⁓ And it’s, there’s just a lot of nuances in that. But it’s like anything, the more, you know, AI starts to learn us, it might get better. However, what I have seen is that it’s starting to be more conservative and not giving you anything. And like, you’re trying to poke it to like, give me, make a yes, no determination. It’s starting to back off of that. And that’s

probably due to like just they don’t want to be, they don’t want that liability to then come back to them if companies do start using that as their tax advisor.

Braden (22:38)
That makes sense. Yeah. Well, this has been extremely illuminating for me and hopefully it is our viewers as well. But before we sign off, what other last minute advice would you give to a publisher or studio who’s interested in selling DTC and avoiding these tax pitfalls?

Rachel (23:00)
Yeah, the one thing is just I always recommend to do something rather than nothing. I understand that’s probably a lot harder, easier said than done, mean. ⁓ But I also want to just like hear, I mean, hear from kind of our publishers. I would love to hear kind of real world questions that they have. ⁓ It is similar to digital goods, but it’s a little more nuanced as well. So.

I would love if we could take some questions even at some point. ⁓ And hopefully that would give me a better kind of like, I can speak to anything, but understanding what some of the questions on their mind is would be great too.

Braden (23:43)
Yeah, I love that. Maybe we’ll have to get you out to an event and we’ll get you to have this conversation live with some people and get some live questions from our publishers. Or maybe we can find some folks online. If you’re hearing this podcast and you want to chat with Rachel, you can reach out to us. You can reach out to us either by filling out our demo form and letting them know, Hey, I want to hear from Rachel, put her on the phone. She can give my demo or you can probably send it to our support team as well as support at fastspring.com

and they can get that message routed over to her as well. But we definitely would love to hear from you. ⁓ Well, Rachel, thank you so much for joining us today on Growth Stage for Gaming. It’s been an absolute pleasure and again, super valuable information you’ve shared today.

Rachel (24:28)
Of course, thanks for having me. See you guys. Bye.

Braden (24:30)
guys.

The post EP40: D2C Without a Tax Degree: How to Sell On a Web Shop Without Becoming a Tax Expert appeared first on FastSpring.

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EP39: How to Scale Playable/Interactive Ad Strategies With Elina Arponen of Quicksave https://fastspring.com/blog/ep39-how-to-scale-playable-interactive-ad-strategies-elina-arponen-quicksave/ Wed, 03 Dec 2025 15:15:00 +0000 https://fastspring.com/?p=30971 Elina Arponen, CEO of Quicksave, shares her thoughts on how WebGL is revolutionizing ad production, publisher websites, web stores, and beyond.

The post EP39: How to Scale Playable/Interactive Ad Strategies With Elina Arponen of Quicksave appeared first on FastSpring.

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Thanks to technologies like WebGL, mobile UA teams now have powerful tools for building incredibly interactive and playable ads that take what is possible to an entirely new level. While many of us have embraced this trend, there still remains one huge problem. TIME. Producing playable/interactive ads can bring our creative teams to their knees while our best ideas get stuck in backlog jail. Yuck! What if there was a better way?

In this episode of Growth Stage, we interview Elina Arponen, CEO of Quicksave, about her thoughts on why playable/interactive ads are so compelling, what makes them so hard to produce, how creative teams can accelerate production, and other insights into how WebGL is revolutionizing ad production, publisher websites, web stores, and beyond.

If you’re wondering how you’ll scale compelling player and user experiences across UA, your website, and your games or apps, don’t miss this episode of Growth Stage. Watch / Listen now!

Podcast Full Interview: Audio

Listen on Spotify
Listen on Apple Podcasts

Podcast Full Interview: Video

Transcript

David Vogelpohl (00:04)
Hello everyone and welcome to Growth Stage by FastSpring where we talk about how digital product companies can increase the value of their business. I’m your host David Vogelpohl. I support the digital product community through my role at FastSpring and I love to bring the best of the community to you here on Growth Stage. In this episode, we’re going to be talking about how to scale playable and interactive ad strategies and joining us is someone who knows quite a bit about that topic.

welcoming the CEO of Quicksave Elina Arponen. Elina, welcome to Growth Stage.

Elina Arponen (00:39)
Thank you, David. Thank you. It’s great to be here.

David Vogelpohl (00:42)
I’m so excited to have you to talk about this topic. And I know you were just kind of nerding out about this a little bit there at PocketGamer Connect in Helsinki with someone else who’s joining us here, Chip Thurston. Chip, you want to say hi? Chip’s head of gaming here at FastSpring.

Chip Thurston (00:58)
Yeah, hey David. Thank you. Hi Elina Happy to be here chatting with you today. I’m the as David mentioned, I’m the head of gaming here at fast spring really focused on helping our customers market monetize directed consumer. But before past spring I was at scope Lee for a few years and there I worked pretty closely with playable and interactive ads myself. So I hope I have some interesting thoughts to share here too.

David Vogelpohl (01:21)
Well, it’s such a cool topic and I think such an opportunity. And I think there’s a lot of folks out there who are thinking, like, how can I leverage playable and interactive ads in a scalable and really an effective way? And that’s what I’m really looking forward to talking about with both of you today. So for those listening and watching, really what we’re going to cover here are Elina’s thoughts on why playable interactive ads are so compelling to begin with. What makes them hard to produce?

how creative teams can accelerate the production of those ads and other insights into why WebGL is ⁓ revolutionizing ad production, publisher websites, web stores, and beyond. So it’s a bunch of topics here, but really focused on the interactive playable ad strategy. So really excited to kind of dig in here. Now, Elina, I’ve asked this question of Chip, so I’m not going to ask it of him this time, but I’m going to ask it of you as I ask many of our guests.

What was the first game or in game item that you bought with your own money? Not like a, you know, holiday gift or birthday gift, but like you took money that you had and spent money on a game. What was that game?

Elina Arponen (02:31)
This is actually a great question, although I’m going to dodge it a little bit because I don’t remember my own first purchase, I remember very vividly when I was talking to a person who had made their first purchase, because that was the first purchase that I ever heard anyone do. I was at Digital Chocolate and one of our colleagues had made a purchase. I think it was Zynga’s Mafia Wars game in Facebook. She had bought this virtual sword there.

And it was a lunch break and she comes in like, hey, I bought this weapon in this game. And everyone’s like, what, like shocked or confused or excited? And it was because it was a new thing. It was like the very beginning, like the very first games that introduced the in-game purchases. And so it became like this big rumor, like, did you hear, she actually made a purchase already? And like, have you done it? And then I guess we all started from, you know, soon after did our own purchases. But somehow that, because we were already in the industry, we were game developers.

And then it was like a massive thing to happen that someone had made a purchase. So that I remember very vividly. I think my own game sometime after. Yeah. Yeah.

David Vogelpohl (03:35)
Oh, that’s an interesting moment. I hadn’t really thought about when the first time I was exposed to in-game purchases was, you know, you just kind of shifted from like this premium game model to now all of a sudden, you know, in-app purchases are available. But I hadn’t thought about like the moment I might’ve discovered that. That’s super interesting.

What about you Chip? I’m just curious, do you remember the first in app? Your answer was the you’d spent a bunch of quarters on like some sort of like X-Men game and the arcade or something. But what about in app purchases? Do you remember the first time that you were exposed to that?

Chip Thurston (04:10)
You know the first place my mind goes with that is when they debuted Horse Armor as an additional purchase option in one of the Elder Scrolls games and there was this uproar about like, what? doesn’t even do anything! Why would people buy this cosmetic item?

They’re just trying to get more money out of their players. this was before, know, purchases obviously became such a common feature of games as they are today. But it’s funny looking back on that now and how that’s just so in a dime compared to anything that we see in gaming today. But I think that was the first moment I was like, there can be purchases within the game in addition to purchasing the game itself.

David Vogelpohl (04:48)
Yeah, I do remember my kids back in the day coming like, I want to go buy this skin or whatever. And I’m like, why would you pay money for design? And this is in a point in my career where I was really involved with like e-commerce and web store themes. And I’m like, wait a minute, I’m charging for designs on this front and they want to go pay for designs on that front. I felt a little disingenuous, but it’s so interesting how the world has changed. Of course I’ve spent plenty of my money on in game items since then. All right. Well,

Elina, next question is for you. ⁓ I kind of teed up Quicksave a little bit before we got started, but could you tell me about Quicksave and what you do there and what your role is at Quicksave?

Elina Arponen (05:29)
Yeah, yeah. So I’m one of the founders. We have three founding members in the company who’ve all been ⁓ in the gaming industry for quite a long time, like 20 plus years now. But right now what we are focused on is the tool. So what we have is the QS app tool. It’s a tool to do interactive ads without coding. So it’s kind of like a Photoshop for interactive content, you could say. And now what we’ve done lately is also we brought AI into it. So you can also prompt

for the interactive content. If you are not fully satisfied with what the AI did, you can still open it up in the editor and you can still manually perfect what you building, whether it’s an interactive ad or whether it’s something else. But now we are fully focused on this technology on how to bring interactive ads to be more accessible.

David Vogelpohl (06:21)
Yeah, it’s such an interesting point. And prior to tools like QS app, how would people create interactive ads? Is this like a hand coded thing? Help me understand that.

Elina Arponen (06:32)
Yeah, I mean, it is often a hand-coded thing. mean, when we talk about interactive content, is HTML5 or WebGL. I mean, technically it’s WebGL, but some people talk about HTML5, so either way. ⁓ And that is a technology that is available everywhere, like in your mobile, in your TV, in your car, a desktop. I mean, it’s available for the end user, but the actual creation of the WebGL content is often coding.

For interactive ads specifically, there are some tools that also offer kind of template-based solutions. So if the template has the interactive part that you are looking for, then that might be enough. But usually it’s coding. And even the kind of AI tools like Claude or ChatGPT or maybe Lovable they don’t work as well because of the ⁓ kind of formats that are required for interactive ads. Like you need to be specific format, specific size. So if you don’t do some massive coding project,

Even if it’s automated, it may not work in the end result.

David Vogelpohl (07:34)
Yeah, it’s kind of interesting, right? Because with AI, with a few prompts, you can potentially make these interactive experiences. And I kind of like how you’re merging in the AI aspect of that with the ability to, it sounds like, edit it and manipulate it. Because like, just producing AI slop is, I’m guessing, not good enough. You still need that kind of informed human hand. Is that why you’re merging the two together?

Elina Arponen (08:01)
Yeah, well, that’s one reason, but also ⁓ how the tool for us works is that it’s actually producing data. ⁓ So it’s not even doing code, which is like a data format for the interactive ads. And so now what we’ve done is we’ve the AI to use the same, build the same data format so that it kind of keeps the structure, it uses the same validators for the content that we have. And it’s kind of more structured and it’s easy to…

to do iterations and variations of it as well. It doesn’t get out of hand with that because you can modify certain components of yeah, mean, actually working with the AI has been a really fun and actually really fast process because something that we discovered while working with the AI and the tool is like if the AI doesn’t do something correctly, like it’s using some features or filter or something, like a shader incorrectly,

what it boils down to is that probably the inline help in the tool was missing something, like it wasn’t clear. So actually training the AI is pretty much the same as improving your tools documentation now. So which is good for the human user as well, you have better help texts and then the AI, know, the humans don’t always read all that, but the AI does. And then the AI can use that information quite efficiently.

And I do think we’re going to get actually quite good results, especially if you have your game assets and you give that as a starting point. And so the AI can be a massive help, but it’s definitely coming strong. And I don’t think there will be any tools left soon that don’t have a solid AI kind of assistance as well.

David Vogelpohl (09:41)
That makes a lot of sense. Sure. There’s a lot of opportunity there for you and other other platforms like like Quicksave . So let me kind of zoom out for a minute here though, a little bit. And I’m just curious, like why bother with things like playable and interactive ads? Like why not just have a static ad that links to an interactive landing page for my sake of example?

Elina Arponen (10:05)
Yeah, well, I can start, but I think she probably has a lot of info on this as well. I mean, it is pretty well researched that playable ads or interactive ads, work like three times better than video. So it goes for ⁓ the conversion, the retention, how memorable the content is. And it’s quite intuitive because if you get the person kind of interacting with the ad, it helps. You’re actually clicking or tapping the content, not just watching it passively.

Chip Thurston (10:31)
Yeah,

I agree with that. That’s well said. And I would say also it’s a few things about basically meeting players where they are. You’re giving them a native experience to whatever platform it is that they’re on, where they’re doing something and then they encounter this playable ad. They don’t need to go to a third party, like a landing page, to go engage with whatever it is they’re doing.

⁓ You’re giving them obviously an engaging experience. That’s something that’s a bit more than a traditional ad, so the playable nature of it is appealing. And the third part that I always thought of from the game development side is like, so much in game development, we talk about removing friction, right? Whether it’s friction for a new player and getting them into the game easily and installing the game, whether it’s friction through the UA process and the clicks it takes to get from a UA ad to the install to playing the game.

whether it’s friction in the purchase funnel and how you serve and offer in the game and get players through checkout and then back into the game. there’s all these ways we look at friction. Of course, we look at it in the direct-to-consumer space and getting players from the game to a direct-to-consumer purchase platform and then back into the game. But I think it extends to these playable ads as well. It’s really saying, is, you’re doing whatever it is you’re doing and you will experience this playable ad and it is right there.

you’re removing any friction from that process to get players that experience. And then that extends into the install and then playing the game and everything else. So I think it has a really nice role in aligning so much with the strategy of game development too.

Elina Arponen (12:08)
It’s true that you kind of give a piece of the fun, the experience already there in the ad so that you can get the kind of taste of it. ⁓ And although you were kind of comparing it to like landing pages, so I would say like on the websites and web stores, there should be more engaging content as well. That’s kind of another talking point then as well.

David Vogelpohl (12:32)
Yeah, I like that idea of meet the player where they’re at, removing friction. ⁓ I also was interested to hear you, Elina, talk about giving the player kind of a taste. ⁓ Are you do you think most of the people, publishers leveraging Quicksave to make playable ads, are they making like the WebGL, the playable ad version of the game like easier or in some way more enticing than they might experience in the full game? Kind of like how

Some games will make kind of those introductory levels super easy to kind of get you like hooked on playing the game. Is that a common strategy? You see publishers when they make these playable ads with Quicksave Elina.

Elina Arponen (13:14)
Yeah, well, I’d say that you might want to make it easy in the sense that the player needs to, or the person needs to understand the kind of rules of the game on what’s happening here. So playable ad is only like 15, 30 seconds snippet. But in that time, you should still give them a sense of like, what this game is about, how does it function?

And ideally like a little bit of sense of progress, like some kind of a-ha moment that, I achieved something and that kind of is a hook. And it might be that in the game, that kind of a-ha comes a little bit later than in the first 30 seconds, but it might not. It depends on the game and how fast it comes. So sometimes in the ad you might speed it up a little bit, but it definitely needs to be truthful to the game. So you don’t kind of do things that are not in the game.

David Vogelpohl (14:08)
player spending like a good amount of time. Like I walked up to my daughter the other day and she’d been messing around on this iPad for a little bit. like, what are you doing? And she goes, I’m playing an ad. And I was like, okay. but if she had been playing it for a while, like her people are these playable ads. You want to like engage with them for like a long period of time.

Chip Thurston (14:24)
Yeah,

think ⁓ strategically it can be the case where it really depends on how you build your ad. You could build a really closed loop playable ad and say like you step one, step two, step three, and then that’s it. And there’s nothing further to do or you could make it. So it is just this kind of endlessly engaging experience. It depends on what the goal is and the strategy of the game using that playable ad. But I think you’re keying in on a really important point here, David, which is ⁓ what makes a good

playable ad is sometimes different from what makes a good game, right, in terms of the gameplay. And so you do need to think about how you represent that. Sometimes it does need to be made easier or something where you streamline the process a little bit such that you can engage players through that playable ad, which is a much more bite-sized form of content, and then get them into the game where it’s this much more long tail, much more…

engaging over a longer period of time and experience. But Elina, what are your thoughts on the endless experience versus having a more closed loop system there?

Elina Arponen (15:31)
Yeah, no, I think I agree. It depends on a little bit on the game. And ⁓ I would actually, ⁓ with your particular game, who doing the ads, like test it out, like do iterations. Like in a true kind of performance marketing manner, you should have multiple, ⁓ always like ⁓ creatives in the testing. So if you are producing like, I don’t know, hundreds of images, hundreds of videos, why not have…

similarly a lot of playable ads to test that. you could also, I would kind of try different lengths if the gameplay seems to be some such that it kind of lends itself to either option. It’s more often short than long that I’ve discovered, but yeah, there are the long options as well.

David Vogelpohl (16:17)
Yeah, and I like your point about testing and making sure you’re leveraging strategies that work best for you, your game and your players. So let’s get back to like producing these ads. I often describe WebGL as like it’s the new flash. Basically, maybe that’s a bad way to frame it. But I’m just curious, like if you could do a double click, Elina, unlike

Why are the ads so hard to produce? mean, maybe you could like vibe code something, but like in general producing a good ad, why is that so hard to do ⁓ currently?

Elina Arponen (16:52)
I guess it’s to do with the process. If you are coding it, if it’s quite manual to produce the ad, like make a game snippet in WebGL, ⁓ then your iteration speed is also ⁓ slower. We want to bring the most value, like increasing the iteration speed, which means that you can also create more of the variations. And then you can…

actually do this performance marketing where you have a lot of options to test out. If it takes many weeks to do the ad and if it’s very costly, then you’re less likely to have multiple copies and so forth.

David Vogelpohl (17:37)
If I’m a UA specialist and I’m trying to get new players into my game and I have an idea for a new ad unit and it’s playable and I have developers and designers that are helping me create these WebGL interactive playable ads and I kind of give the idea to them, they go off, take a week or so to make the ad and then I can deploy it. This sounds like

what you’re describing is like this process can even just a couple of weeks can be way too slow and you’re not able to iterate and test different variations quickly. You’re kind of sitting around and like waiting on the backlog to get resolved. So your idea can be made a reality. ⁓ it sounds like what you’re saying is like when you’re manually creating them, relying heavily on designers and developers, it can be slow to produce.

and reduce the number of variations that you can test. Does that sound about right?

Elina Arponen (18:39)
Yeah, yeah. So with ⁓ like a good tool and a faster process, even if the first ad, let’s say the first ad, takes hours or even like, let’s say days to make the first one. But then if you are able to kind of iterate and make variations quickly, that can be a huge, benefit as well. And the wipe coding has been mentioned a few times, but that is kind of difficult with the, you cannot have… ⁓

But obviously, needs to be very error-free. It needs to be quite small packets that you are delivering to the ad network. So there are all these kind of ⁓ restrictions on the output, technically how the output needs to be, especially if you are doing the interactive ad for these ad networks. All right.

David Vogelpohl (19:25)
It sounds like what you’re saying is that when I create these ads or when my team creates them, if it’s this manual process, of course it can slow me down. But you also kind of pointed out that maybe if I’m using templates or reusing and iterating on assets, this might be one way where I can speed up the process. I could also, of course, use a platform like QS app by Quicksave .

QS app usable by non-technical or least non-developers? Like as a marketer, can I go in and create these ads?

Elina Arponen (19:57)
Yeah, that’s the aim of it. So it’s being developed for artists and designers to be used by them. It’s actually ⁓ coming out from our ⁓ game development ⁓ editor originally and then we’ve repackaged it. So it’s an editor that’s been built over actually many years to be usable by non-technical people. And now with AI, ⁓ it is ⁓ obviously becoming even easier to use.

because you can get that AI help. ⁓ Right now though, we also can help a team to get started and maybe even make the first ad and so forth. So if you are not looking to use the tool, but you just for now want to get the ad and we can help with that too. ⁓ But yeah, mean, this is the goal on making it so fast that it’s anyone’s…

⁓ Anyone can do it and it’s really accessible. Right now it is the most effective ad format, but it’s still not used by everyone. It’s kind of out of reach for smaller companies, for the public. That’s how I’ve ⁓ kind of discovered.

David Vogelpohl (21:09)
that’s an interesting point. So it’s not just like I’m a UA or whatever marketer inside a publisher and I’m stuck waiting on developers. So I might use something like QS app to free myself from the developers backlog jail, but it’s also for smaller publishers who just don’t even have the resources to facilitate that. It sounds like by providing this type of service, it allows you to open up the possibility of interactive playable ads to more folks.

That sounds really helpful. then you said this is how kind of Quicksave helps achieve this with QS app. sounds like you’re also like working with them to create their first ads. Is that correct?

Elina Arponen (21:51)
Yeah, we can also work on the ads and help the team to kind of get started or even like, yeah, just be the users of the tool either way. Yeah.

David Vogelpohl (22:05)
Awesome. Now Chip, at your time at Scopely and before that, I guess at SciPlay or whatever, ⁓ when you created or had interactive playable ads that you were leveraging for the games you were working on, ⁓ were these hand coded? mean, were you waiting in line for the developers to make the ads for you?

Chip Thurston (22:26)
Yeah, it was cumbersome. I would say we used a third party agency. When we would do that, we would send them the brief and here’s what we’re looking for from the playable ad, get that back. Effective UA requires iteration, right? So then we would have back and forth. And I think if you ask why do playable ads take so long, I would have to say like, I’m part of the problem here because whenever I would get that ad, would…

really poke holes in it and say, okay, we need to change this part, let’s change that part. I was working on a game ⁓ with ⁓ IP-based, very famous characters. So that meant these characters had to be represented effectively in line with that IP. Not only that, after I would go through my rounds of feedback and iteration, which to your point would take weeks of back and forth, we then have to go to the licensor.

say, okay, licensor, do you approve this creative? And they might say, this character needs to be doing that instead of this, right? So then we take that back to the agency. And so you just have all these feedback loops. So yeah, it would take a long time. And it was really an uphill battle for us to leverage playable ads, as opposed to more traditional static or video ads, where just the cycle was so much quicker. And so that’s where I kind of wish I would have known about Quicksave back then, because that would have streamlined so much of our processes.

Elina Arponen (23:46)
This is pretty new. I don’t think this tool existed with us back then. ⁓ At least for us like this has ⁓ become available this year only. ⁓ Actually since August. So it’s a pretty new thing.

David Vogelpohl (24:05)
So the value then it sounds like for you Chip is like there’s always going to be this back and forth, right? You’re always going to poke holes and whatever the thing is, the licensors are always going to have their point of view. And so by reducing some of the technical complexity, it can help just draft, you just drastically across the board, shorten the cycles, but you’re still going to have the cycles, but by enabling your creative teams to produce more of this content.

versus having to have developers or outsource much of it seems like it could be incredibly valuable.

Chip Thurston (24:39)
Yeah, yeah, absolutely. I would say the extension of that is also giving me more shots on goal, right? Like I’m able to crank out a lot more volume of playable ads because we are lessening those feedback cycles, right? So we’ll still have the iterations, we’ll have the cycles, but as a result, therefore I can crank out more playable ads and then I can optimize better. And that was the part that always fell short for me trying to leverage playable ads was I had this very mature

a static and video ad section of my user acquisition strategy. Then I playable ads where I was confident in the theory behind it and everything we talked about about meeting players where they are and the engaging experience you give them. But it takes time. It takes time to find the right creative, what resonates with your potential players, what works in what forums.

That takes a lot of iteration and cycles of running different types of ads. And so I think just the volume is a critical piece, but at the end of the day, being able to get more volume is a function of being able to do that more quickly, like you can with a Quicksave platform.

David Vogelpohl (25:47)
Yeah, Elina pointed this out as well, like the idea of like number of iterations and variations and the ability to produce more of them. And I think it’s kind of interesting because I often think of like the world of advertising has shifted away from kind of like the madman era where ⁓ advertising people go in a room and drink a bunch of scotch and smoke cigarettes and come out with the perfect idea.

to where now we can iterate and test and understand, then I still feel like in gaming writ large, you kind of have this moment of like, I’m going to spend a lot of time somewhere and come back with like the perfect thing. And I have less ability to iterate, especially if I’m like doing a big release, like it’s out there and people are playing it and being exposed to it. And it’s affecting my reputation in the long run. But it sounds like with these ads, have more abilities to iterate and play around.

⁓ Is that a fair way to look at it?

Chip Thurston (26:44)
Yeah, I think so. Because you don’t… I shouldn’t say you. I was surprised a lot of the time with what UA would tend to break through. I would say, okay, I have this ad, I’m very confident in, I love this concept. And then we have this other one that maybe it’s a spin-off of that or it’s taking some weird feature in our game and really putting the spotlight on that. And we’ll try and add around it, why not? And then we try that and for whatever reason it outperforms the other creative.

So we’ll go lean into that, right? But that’s so much of what UA strategy is about is just throwing so many different things against the wall, seeing what sticks and then running with that and iterating on that. And that’s the way to finding a very impactful UA strategy.

David Vogelpohl (27:29)
Excellent. All right, Elina, the last question is for you. ⁓ So we’ve talked about WebGL a lot in the context of playable and interactive ads, but what else can WebGL be used for?

Elina Arponen (27:43)
Yeah, this is great question. mean, as I said, the, yeah, we’ve been doing like the playable ads, like since, since August, but we’ve actually done other WebGL content since, since earlier. So if you have like a, well, any website really, but you have a web shop, you have a web store, you probably want to have the visitors that come there to be engaged and stay on the site longer.

So now that lot of mobile game companies are also building their kind of site stores, ⁓ I would see that they should be a little bit more of a destination so that the players going to that store would find it engaging, exciting, to be more like a continuation of the game experience as well. So you can definitely have WebGL content. mean, normal website builders.

⁓ don’t use WebGL, they use HTML. You can do a lot of nice things. You can have videos and can have sparkly images, but to use WebGL content, ⁓ you can make it more engaging and you can have a continuation of the stories or the games even there. And ⁓ I think that would be quite beneficial in the end. So definitely I see that using WebGL content.

elsewhere as well. Of course, you can build whole web apps, just embedding ⁓ smaller things, of like in the sense that it’s a playable ad is embedded inside an app where it’s being advertised. You can embed WebGL content on a website.

David Vogelpohl (29:16)
I like this idea of like a playable web store. Maybe that’s a topic for another time. I had not thought about the implications of things like that, but it is really interesting. And you know, when we optimize web experiences in general, I like to think of it as like the balance between suffering and joy, the joy of new experiences and interactive content and the suffering of page load time.

And meaning that the more we add, the slower the page will load. But there’s such an opportunity here, I feel with such an engaged user base of players who are interested in playing and interacting and bringing that to life in unique and interesting ways on the web. Now my brain is like twisting with ideas around this. I’m going to have to go play this on WebVue.

Elina Arponen (30:05)
long times can really be kind of worked around with, it doesn’t have to become an issue. ⁓

David Vogelpohl (30:10)
Yeah, maybe we’ll do a different episode on page load time with WebGL and otherwise. But this was super interesting. Thank you so much for joining us today, Elina.

Elina Arponen (30:20)
Thank you. Thank you for having me. mean, it was a great topic, conversation. And yeah, good times. Yeah.

David Vogelpohl (30:28)
And Chip, thanks for joining again as well.

Chip Thurston (30:32)
Always a pleasure.

David Vogelpohl (30:33)
Awesome. And thanks everyone else for watching and listening today. If you’d like to learn more about what Elina is up to, you can visit quicksave.fi. Thanks for joining the Growth Stage podcast. Again, I’m your host, David Vogelpohl I support the digital product community as part of my role at FastSpring . And I love to bring the best of the community to you here on Growth Stage.

The post EP39: How to Scale Playable/Interactive Ad Strategies With Elina Arponen of Quicksave appeared first on FastSpring.

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PGC Helsinki Sessions: Video and Recap on FastSpring’s D2C and Web Store Talks https://fastspring.com/blog/pgc-helsinki-sessions-video-and-recap-on-fastsprings-d2c-and-web-store-talks/ Mon, 01 Dec 2025 23:20:08 +0000 https://fastspring.com/?p=30960 At PG Connects Helsinki 2025, FastSpring’s gaming experts took part in multiple talks on the importance and growth of D2C and web store adoption.

The post PGC Helsinki Sessions: Video and Recap on FastSpring’s D2C and Web Store Talks appeared first on FastSpring.

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FastSpring was recently the Platinum sponsor at Pocket Gamer Connects Helsinki 2025

As part of our participation in the event, gaming experts from FastSpring took part in multiple talks on the importance — and recent industry growth — of D2C and web store adoption.

Check out the video and recaps below for more info on our chats, “Surprising Drivers for D2C Adoption and Success,” and “How to Encourage Players to Utilise Your Web Stores.”

FastSpring is how gaming publishers sell in more places around the world. For over two decades, FastSpring has been a trusted payment provider you can use to sell games or in-game items on your website, web shop, or embedded directly into your game with fully customizable and branded checkouts just for you. FastSpring allows you to offload the complexity of global payments, sales tax and VAT compliance, player payments support, and many other aspects of payments management. Spend less time managing your payments and compliance and more time making great games! To learn more about how FastSpring supports game developers, visit fastspring.gg.

Fireside Chat: Surprising Drivers for D2C Adoption and Success

As part of the Webstore Wizardry track, FastSpring’s Head of Gaming Chip Thurston joined Keywords Studios’ Head of Global Player Engagement Solutions Peter Gerson to discuss what’s driving unprecedented growth in direct-to-consumer monetization.

This talk centered around the findings of a targeted survey FastSpring ran asking over 100 gaming industry leaders what they’re doing regarding D2C (and if they’re not doing it, what they’re planning).

Check out Chip and Peter’s discussion and additional insights in this video:

 Read the survey results in detail here. 

Panel: How to Encourage Players to Utilise Your Web Stores

Also in the Webstore Wizardry track, FastSpring’s Sales Team Lead for EMEA Tony Markov joined a panel of other experts that discussed some of the most effective ways to motivate players to use web stores more.

The panel also included Chloe Cave (Head of Growth at NEON), Gustav Pastucha (Strategic Partnerships at Pixel Federation), Archie Stonehill (Chief Growth Officer at Stash.gg), and Ioannis Lefkaditis (General Manager at Yodo1 Games), with the panel moderated by Charlie Scowen (Events Content Coordinator at Steel Media)

Panelists answered questions including:

  • What data are gaming partners such as FastSpring, NEON, and Stash seeing around D2C?
  • What are game developers and publishers seeing on their side?
  • Are enough developers taking advantage of webstores, and for those that aren’t, why aren’t they? 
  • What are panelists doing to educate developers who are unsure about setting up web shops?
  • What is the cost of setting up a web store or working with a partner?
  • What methods can you use to get players to spend (such as promotions, daily/weekly/monthly offers, or personalized offers)? Are there any particular rules that are different from app stores?
  • An audience question around the size of the gaming industry and expected industry growth overall.

You can view the full the panel discussion on YouTube

Partner With FastSpring to Monetize Your Web Store

FastSpring is how gaming publishers sell in more places around the world. For over two decades, FastSpring has been a trusted payment provider you can use to sell games or in-game items on your website, web shop, or embedded directly into your game with fully customizable and branded checkouts just for you. 

FastSpring allows you to offload the complexity of global payments, sales tax and VAT compliance, player payments support, and many other aspects of payments management. Spend less time managing your payments and compliance and more time making great games! 

To learn more about how FastSpring supports game developers, visit fastspring.gg.

Ready to see more now? Schedule a personal demo with one of our experts, or sign up to check out our platform for yourself.

The post PGC Helsinki Sessions: Video and Recap on FastSpring’s D2C and Web Store Talks appeared first on FastSpring.

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