Built for game studios & gaming platforms

A gaming payment gateway built for small tickets and instant delivery

Card fees eat 18% of a $1.99 skin, virtual goods invite instant chargeback fraud, and half the world's players can't use the cards your gateway expects. Crypto fixes two of those and helps with the third.

The problem

Where game payments leak revenue

Fixed fees break microtransactions

At 2.9% + 30¢, a $1.99 purchase pays 18% in fees; a $0.99 one pays 33%. The smaller the ticket, the more the gateway takes, and small tickets are the whole model.

Virtual goods are chargeback bait

Items deliver instantly and cost you nothing marginal, so 'friendly fraud' feels free to the player. Kids on parents' cards, post-spend regret, and account-sharing disputes stack your ratio toward the 0.9% threshold.

Global players, regional rails

Card penetration is low in many of your biggest player markets. Every regional payment method you bolt on adds an integration, a fee schedule, and a settlement currency.

Recurring billing gets flagged

Battle passes and subscriptions mean stored-credential billing, which raises underwriting scrutiny. Loot-box mechanics can get a studio classified next to gambling by nervous acquirers.

The Flint fix

How Flint fits a game economy

Credit packs make the math work

Sell wallet top-ups of $10 to $50 by crypto, then spend in-game credits on microtransactions internally. One payment fee per pack instead of thirty tiny ones.

Purchases can't be charged back

On-chain payments are final, which ends the buy-use-dispute loop on virtual goods. Refunds stay a support decision under your policy.

One rail for every region

Crypto works wherever your players are, with no per-country gateway contracts. Stablecoins settle everything dollar-denominated.

Webhooks provision instantly

Signed webhooks fire on confirmation, your backend grants the item, credits, or pass. Detection-to-provisioning is typically under 5 minutes.

Season passes on renewal billing

Sell passes and subscriptions as per-period payment requests. Players confirm each cycle, webhooks extend access, and there are no stored-card disputes.

FAQ

Gaming payment questions, answered

How do microtransactions work if each crypto payment has a fee?

Through credit packs. Players top up a balance of $10 or more in one on-chain payment, then spend credits in-game with no per-item fee. It's the same pattern mobile games use with app-store currency, minus the 30% platform cut.

How much chargeback fraud do virtual goods really see?

Gaming consistently ranks among the highest friendly-fraud categories, because delivery is instant and disputing feels consequence-free. Each card dispute costs the item, a $25 to $100 fee, and ratio damage. On-chain purchases remove the mechanism entirely.

Can I run a battle pass or subscription?

Yes, as renewal billing: a payment request per season or month, confirmed by the player, with webhooks extending access. Renewal prompts inside the game convert well because the player is already engaged.

Will loot-box mechanics get me banned from Flint?

Randomized-reward mechanics that are legal where you operate are inside our terms. Regulated gambling products need licensing, which stays your responsibility. Unlike card acquirers, there's no risk committee reclassifying your genre mid-contract.

How fast do players get their items?

Payment detection is near-instant and confirmation typically lands within minutes by coin. Most studios grant on confirmation for irreversible goods and on detection for soft currency.

What does it cost per transaction?

From 5.00% + 50¢ on the free plan to 3.20% + 25¢ on Scale. On a $20 credit pack, Scale pricing is 89¢ total, about 4.5%, versus the 18 to 33% cards take on individual micro purchases.

Start accepting crypto payments today

No lengthy underwriting. No sudden shutdowns. Create your account and share your first checkout link in minutes.