GUIDE / OUTSIDE THE APP STORE

How mobile games sell in-app purchases outside the app store

How mobile games sell in-app purchases outside the app store: the web store route, Apple and Google rules by country, and the fees, checked October 2026.

Updated

Mobile games sell in-app purchases outside the app store through their own web store. The game shows a button or link, the player opens the store in a browser, signs in with a token the game issued, pays by card or wallet, and the game's server credits the account from a signed webhook. The purchase never touches Apple's or Google's billing, so the app-store cut (15% to 30%) is replaced by the web store's fee and, in some countries, a smaller platform fee on linked purchases. Whether the game may show that link at all depends on the country. The table below is from Apple's and Google's own pages, checked October 25–28, 2026.

1. The mechanics, in one pass

Step What happens Who provides it
1. The link The game shows "Buy on the web" with a deep link or QR to its store. Placement and wording follow the storefront's rules (see §2). Your game; the deep links guide
2. Identity The game mints a short-lived player token so the store knows who is buying without a password. Your server SDK (player tokens)
3. The store A web page that looks like the game: packs, bonuses, offers, local prices, memberships. The web store provider
4. Checkout Card, Apple Pay, Google Pay and local methods, with 3DS where required. The provider's checkout and payment rails
5. Fulfilment A signed webhook tells your server what was paid; your server credits the account, idempotently. Provider webhook + your game backend (webhooks)
6. Back in the game The balance updates; the app shows a receipt or a "delivered" state. Your game

On Appside the whole chain is three integration steps (token, store, webhook), with the store drafted from your App Store or Google Play link. See the live demo.

2. Where you may show the link, and what the platform charges (checked October 25–28, 2026)

Country iOS: may the game link out? iOS: platform fee on linked purchases Android: may the game link out? Android: fee on linked purchases
United States Yes, on the US storefront, since the court order of April 30, 2025 None as of Oct 28, 2026 (Apple has proposed 15% / 30%; not in force) Yes, through Google's external content links program 20% standard (15% Level Up) on purchases within 24 hours of the link; no 5% billing fee
European Union / EEA Yes, under the DMA terms 15% (10% reduced) on sales within 7 days of the link tap, from Oct 1, 2026 Yes, EEA external-offers programs Per Google's EEA terms
Japan Yes, under the smartphone act 15% (10% reduced) on sales within 7 days of the tap, plus payment processing if Apple processes Yes, Google's new model from Sep 30, 2026 20% + 5% (new installs) or 25% + 5% (existing) on the new model
United Kingdom No UK link program on Apple's pages we checked 30% / 15% in-app Yes, Google's new model "20% for external web links" on existing installs, standard tier
South Korea Yes, with a Korea-only binary and a pre-approved local provider (KCP, Inicis, Toss, NICE) 26% Alternative billing under Korea's rules Per Google's Korea terms
Everywhere else No (the old 3.1.1 rules) 30% / 15% in-app Google's standard terms Per country

The full table with the quotes and links is on the country rules page; the iOS link checklist and the Google Play program guide cover the two platforms step by step.

3. What it costs, on a $9.99 pack (existing install, standard tier)

Route Fees Publisher keeps
Google Play billing (25% + 5%) $3.00 $6.99
App Store billing (30%) $3.00 $6.99
US web store via Google's link program (20%) + Appside 3.9% $2.39 $7.60
US web store on iOS (no Apple fee as of Oct 28, 2026) + Appside 3.9% $0.39 $9.60
US web store on iOS + a provider at 5% flat (Stash's published fee) $0.50 $9.49
US web store on iOS + a provider at "4–5%" (Appcharge's blog, March 2026) $0.40–0.50 $9.49–9.59

Payment processing and tax sit on top of the provider fee unless the provider bundles them (Stash's calculator describes a 10% all-in figure that includes payments, tax, FX, chargebacks and refunds). The cost breakdown adds all five lines for a monthly example.

4. Real-world examples

5. How players reach the store

Channel What works Where it is allowed
In-game link or button "Buy on the web, +25% on your first purchase" with a deep link US (iOS and Android programs), EU, Japan, Brazil, Korea under each storefront's rules (§2)
Email and push Web-only offers to opted-in players Everywhere; no platform fee because the purchase was not linked from the app
Social, streams, QR codes A code or QR that opens the store signed in Everywhere
Loyalty and VIP Bonus currency and member-only packs on the web Everywhere; the loyalty guide has the mechanics

The hard part is the first purchase: players are used to one tap in the app. The first-purchase offer and the conversion checklist cover what moves it.

6. The three decisions before you build

  1. Which countries first. The US (iOS and Android), the EU and Japan have working link programs; the rest of the world still needs the store reached from outside the app (email, social, a QR on a stream).
  2. Who handles tax. A merchant-of-record provider bundles it at a higher rate; Appside leaves it with the publisher (tax engine or accountant, guide) at 3.9%.
  3. Who owns the player relationship. Signed tokens and webhooks keep identity and fulfilment on your servers; a hosted store with its own accounts does not.

7. Try it before the first sales call

Create your store free: paste your App Store or Google Play link, get a store draft in your look, run a test purchase from the demo game, and see the signed webhook arrive. Test mode, no card; 3.9% per successful payment when you go live.

Frequently asked questions

How do mobile games sell in-app purchases outside the app store?

Through their own web store: the game shows a link or button, the player opens the store in a browser, signs in with a token from the game, pays by card or wallet, and the game's server credits the account from a signed webhook. Whether the game may show that link, and what the platform charges, depends on the country.

Is it allowed on iOS?

In the United States, yes, with no Apple commission as of October 2026 after the April 30, 2025 court order. In the EU and Japan, yes under separate rules with a commission on purchases shortly after the link tap. In South Korea, yes with a Korea-only build and a pre-approved local payment provider. Elsewhere the old rules apply: no link.

Is it allowed on Android?

Yes. Google's external content links program lets enrolled developers send US players to a web store and charges a reduced fee on purchases within 24 hours of the link. The EEA has its own programs, and the UK and Japan moved to Google's new fee model in 2026.

What does it cost compared with the app store?

App-store billing takes 15% to 30% of a purchase. A web store costs a provider fee (Appside: 3.9% per successful payment; other providers publish 4% to 5%, or 10% all-in including payments and tax) plus any platform fee for linked purchases where the country rules charge one.

Do I need my own payments and tax setup?

The provider usually supplies the checkout and card processing. Tax is either yours (Appside: the publisher registers and files, with a tax engine or an accountant) or bundled by a merchant-of-record provider at a higher rate. Decide this before you pick a provider.

Sources

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Apple, Google, Appcharge, Xsolla and Stash are trademarks of their owners. Appside is not affiliated with any of them. Platform rules change; the sources are dated and linked. This is not legal advice.

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