GUIDE / LOCALIZED PRICING

Localized pricing for your web store: price points, not exchange rates

How to price a game web store across countries: why app store tier tables beat live FX, the price-point method for ten currencies, local payment methods by region, translations, and what a web store can and cannot do about tax and purchasing power. With the currency table Appside uses.

Updated

The app stores taught players what a pack costs in their currency: €4.99, not €4.61; ¥800, not ¥742. A web store that shows an exchange-rate conversion looks foreign, and foreign looks unsafe. Localized pricing for a game web store is therefore a table of price points, one per currency, that you own and change on purpose. This page is how to build that table, and what has to go with it.

Price points, not exchange rates

App Store Connect and Google Play Console both let you set a base price and generate per-country prices from a tier table, then edit any of them. The result is a stable, familiar set of numbers per market. Your web store should match it for the same pack, for two reasons:

The method: take your USD price list, map each point to a sensible local point (round numbers, local endings such as 90 in Brazil and Turkey, no decimals in Japan and Korea), and review it twice a year or when a currency moves by more than 15%.

The table Appside starts you from

Prices are set in USD; each product can carry a price per currency for nine more. The Studio suggests a price point from this table rather than converting, and you edit it:

USD EUR GBP BRL JPY KRW
$0.99 €0.99 £0.99 R$4.90 ¥160 ₩1,500
$1.99 €1.99 £1.79 R$9.90 ¥320 ₩3,000
$4.99 €4.99 £4.49 R$24.90 ¥800 ₩7,500
$9.99 €9.99 £8.99 R$49.90 ¥1,600 ₩15,000
$19.99 €19.99 £17.99 R$99.90 ¥3,200 ₩30,000

TRY, INR, MXN and IDR follow the same pattern, with the endings those markets expect. These are deliberate publisher suggestions, not FX quotes; the point is that you decide the number once.

Local payment methods matter more than local prices

A local price with a card-only checkout is half a localization. Card penetration, wallet habits and trust differ by market, and the player who reaches checkout and sees nothing familiar leaves at the last step.

In the Studio, payment methods are chosen per region (global default, then US, EU, GB, BR, JP, KR, TR, IN, MX, ID) from card, Apple Pay, Google Pay and PayPal. Set the global default to what most of your players use, and override the regions where a wallet is the norm.

Translations

The store's copy, pack names and offer text are translated per language in the Studio, with English as the source and right-to-left handled for Arabic. Translate the pack names and the offer copy first; the rest can wait. A price in the local currency next to a pack name in English is a weaker signal than both together.

Purchasing-power pricing: a decision, not a feature

Cheaper regional prices increase volume and invite arbitrage (a VPN and a billing address are not hard). Most publishers settle on: the web store follows the app store's regional tiers for the same pack, and the web advantage is the bonus or the bundle, not a lower regional price. That keeps the price table defensible and the comparison honest in every country.

If you do price below the app store in a region, do it on purpose, by region, in the price table, so that the A/B test and the reconciliation can see it.

Tax and the displayed price

Whether the displayed price includes tax is a market convention (inclusive in the EU and UK, exclusive in most of the US). Match the convention the app store uses in that country, so the player's comparison is like for like, and handle the tax itself on the payment side with your accountant. The price table is about what the player sees; the country rules page covers what each platform allows.

What to do this week

  1. Export your app store price tiers for the countries that make up 90% of revenue.
  2. Set the matching price per currency on each product in the Studio; accept the suggestion where it matches, edit where it doesn't.
  3. Set payment methods per region.
  4. Translate pack names and offer copy for those languages.
  5. Put the same web bonus on every region, and leave regional discounts for a deliberate test.

Appcharge's product page (checked October 27, 2026) lists localized currencies, payment methods and regional logic as features, without naming the currencies or methods. The table above is the concrete version: ten currencies, four payment methods by region, and a method for the numbers.

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Frequently asked questions

Should a web store convert prices with the exchange rate?

No. Apple and Google don't, and players notice. Set a deliberate price point per currency (€4.99, ¥800, ₩7,500), the way the app store tier tables do, and change it only when you decide to.

Which currencies does Appside support?

Prices are set in USD and can be overridden per product in EUR, GBP, BRL, JPY, KRW, TRY, INR, MXN and IDR, from a suggested price-point table rather than a conversion. Payment methods are set per region.

Do I need local payment methods as well as local prices?

Yes, and they matter more than the price. A player in Brazil or Indonesia who sees a local price and only a card field still leaves. Appside lets you choose card, Apple Pay, Google Pay and PayPal per region.

What about purchasing-power pricing?

It's a decision about your economy, not a store feature. Cheaper regional prices increase volume and attract VPN arbitrage; the usual answer is to follow the app store's regional tiers for the same pack, so the web store is never the cheap route by region, only by bonus.

Does a web store handle sales tax and VAT per country?

Tax follows the payment side and your own registrations, not the price table. Keep the displayed price consistent with your app store price for that country, and model tax separately with your accountant; this page is about the price the player sees.

Sources

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