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Monetization engine · Godot SDK

The monetization engine for indie Godot games.

Your store, coins, season passes, quests and rewarded ads, run from one Godot addon and one console. Checkout through Stripe, the App Store and Google Play is built in, and we check every change against store rules before your players see it.

We run our own game, buggs.io, on it
PowerUp Console · buggs.io · sandbox
The PowerUp Console's Storefront for buggs.io: the coin bundles with their prices, coins granted, reference-price checks and sale windows.
Engine & platformsGodot 4WebiOSAndroidDesktop
CheckoutStripeApp StoreGoogle Play
Ad networksAdMobH5 Games Ads
Ad spend syncMetaGoogle AdsTikTokApple Ads
CHECKOUT3checkouts built in: Stripe, App Store, Google Play
CHECKS48automatic checks before you publish
API185documented API routes
SDK70GDScript methods in the Godot SDK
PLATFORMS4platforms per product: web, iOS, Android, desktop
BACKEND0servers you need to build for your store and payments
The PowerUp Console

One console. Every revenue layer.

These are real screenshots of the console running buggs.io’s setup in the sandbox. You can edit everything you see here, and nothing reaches players until you hit publish.

What’s live, what’s still a draft, and the ad networks you buy players on.

PowerUp Console · sandbox
Systems overview: Every part of your economy on one screen, marked live or draft.
Systems overview

Every part of your economy on one screen, marked live or draft.

Sandbox data. Revenue numbers in the console are estimates until real players show up.

See the rest of it in a demo
Monetize

Sell what your game already has, everywhere it runs.

Set up a product once and sell it on the web, iOS, Android and desktop. The catalog keeps your game’s own ids, so you don’t have to bend your game to fit us.

PowerUp Console · sandbox
Store card preview: What the offer will look like in the game, next to the checks it has to pass.

Store card preview. What the offer will look like in the game, next to the checks it has to pass.

SKU

Set it up once

Bundles, packs, single items, passes and subscriptions. One product sells on web, iOS, Android and desktop, with trials and purchase limits if you want them.

CATALOG

Your items, your rules

Unlock an item for free, with XP, with coins or as a reward. Already have a catalog file in your game? Import it and check the diff before anything changes.

BUILDS

Old builds stay safe

Items only show up in the game versions that can use them, so players on an older build never get sold something they can’t see.

LEDGER

Coins you can trust

Every coin a player earns, buys or spends is written down. Refunds take back exactly what a purchase gave, even if the player already spent it.

MATHS

No stuck coins

We work out which bundles leave players with a few coins they can never spend, and suggest a price that fixes it.

PASS

Season passes

Starter and seasonal passes with free and premium tracks. Free rewards are claimed for the player or show when they expire, so nobody loses one by surprise.

SUB

Subscriptions people keep

No Ads, a premium pass track, weekly coins, bonus coins per match and more. Renewal terms and a way to cancel always sit on the card.

BOOST

Free offers and boosts

Free coins every few hours, plus in-match boosts players can pay for with coins or by watching an ad. Kept out of ranked matches by default.

Payments

Three checkouts. One wallet.

Web and desktop players pay with Stripe. Phone players buy through the App Store or Google Play, and we check the receipt before giving them anything. Either way, the coins and items land in the same wallet.

  • 01StripeWeb · desktopHosted checkout and a subscription portal
  • 02App StoreiOSStoreKit 2, with every receipt checked on our servers
  • 03Google PlayAndroidPlay Billing, with purchases acknowledged for you

Already selling through Xsolla, Paddle, Lemon Squeezy or RevenueCat? We have early connectors that record those purchases too. Ask us about them on a demo.

Tax handled for you

Switch on Stripe Managed Payments and Stripe becomes the merchant of record, handling sales tax and VAT in 80+ countries.

Nothing gets granted twice

We check each store’s signature before we touch a wallet, and a repeated message from a store can’t pay out again.

Refunds and restores

Restore purchases on a new phone, cancel from the store or Stripe, and refunds that take back what the purchase gave.

Your accounts, your money

You sell through your own Stripe, Apple and Google accounts. Your keys are encrypted, and the console only ever shows the last few characters.

Web checkout calculator

ESTIMATE
$20,000
30%
30%
Many stores charge 15% under small-business programs.
5%
Card processing, plus tax handling if you use a merchant of record.
NET TODAY

$14,000

NET WITH WEB CHECKOUT

$15,500

MORE PER YEAR

$18,000

This is an estimate from your numbers, before our fee. Store rules on web purchases vary by platform and country, so only offer web checkout where they allow it.

PowerUp Console · sandbox
LiveOps calendar: Events on a month view. Click one to change it.

LiveOps calendar. Events on a month view. Click one to change it.

Engage

Give players a reason to come back tomorrow.

Events, quests, match rewards, a news inbox and clubs. You set them up in the console and the game gets all of it in one call. Rewards come from real matches your server reports, so players have to actually play for them.

LIVEOPS

Events on a calendar

Run events open to everyone or only to subscribers or buyers, give them reward levels, and let players replay them for a while after.

QUESTS

Quests that count real play

Starter, daily, weekly, event and season quests, counted from actual matches: kills, playtime, placements and more.

RUNS

Match rewards

Decide how many coins a match pays and cap it per match and per day. There’s a calculator so you can try the numbers first.

XP

Progress nobody can buy

XP and records only come from matches your game server reports, so a player can’t pay or cheat their way up.

NEWS

An in-game inbox

Patch notes, announcements and gifts, aimed at everyone or just your subscribers, with buttons that open the right screen.

CLUBS

Clubs and tournaments

Players form clubs and compete in a weekly tournament. Names are screened and rewards go out on their own every Monday.

Grow

Make money from ads, and know what players cost.

Rewarded ads players choose to watch and interstitials that don’t drive them away. And on the other side, what you spent on ads to get each new player, in the same console.

PowerUp Console · sandbox
Ads: Ad placements for each platform, with their rewards, pacing and age gate.

Ads. Ad placements for each platform, with their rewards, pacing and age gate.

The usual formats

Rewarded, interstitial and banner ads through AdMob on phones and H5 Games Ads on the web.

Rewards checked on the server

We confirm the ad was really watched before the reward lands, and cap how many a player can claim in a day.

Paced so players stay

Interstitials wait until after the first match and keep a gap between them. You pick the limits.

A fair No Ads

No Ads turns off the ads that interrupt. Players can still watch rewarded ads when they want the reward.

Kid-safe by default

Teens get non-personalized ads and kids get child-directed ones. If we don’t know a player’s age, they see no ads.

INSIGHTS

Suggestions from your setup

The console looks at your prices and offers and points out what’s probably costing you money, in the order we’d fix it.

SPEND

Ad spend in one place

Daily spend from Meta, Google Ads, TikTok and Apple Ads, next to how many players and payers it brought in.

S2S

Conversions that respect privacy

Sign-ups and first purchases go back to the ad networks, except for players in Europe, players under 18 and anyone who opted out.

ATTRIB

Know where players came from

Campaign tags, ad click ids and install referrers are saved with each new player.

PLAN

Test ideas properly

Write down what you’re testing and what would make you stop before you change a price. Results live next to the change.

Protect

Ship store changes without the 2 a.m. rollback.

Changes wait in a draft. When you publish, we check them against app store policy and consumer protection rules for prices, coin bundles, subscriptions, ads and younger players. If something fails, it doesn’t go live, and the console tells you which rule it broke.

PUBLISH GATE

48automated checks

one failure blocks
  • Prices and offers10
  • Game versions9
  • Ads6
  • Season passes5
  • Operations5
  • Younger players4
  • Quests and events3
  • Random rewards and direct purchase2
  • Fair play2
  • Clubs and news2

Plus one more when Stripe Managed Payments is on.

PowerUp Console · sandbox
Guards & preflight: The checks run on your real setup and say which rule each one comes from.

Guards & preflight. The checks run on your real setup and say which rule each one comes from.

DRAFT

Draft first, then publish

Changes wait in a draft until you publish. Each release gets a version number, a list of what changed, and a rollback button.

PRICES

Prices players can trust

Coin prices show their real-money price too, “best value” badges have to be true, and countdowns need a real end date.

YOUNG

Looking after younger players

A neutral age question, parental consent for under-13s, monthly spending limits for kids and teens, and no paid loot boxes.

STORES

Store rules, checked

Store product ids get checked before you publish, and test ads can’t slip into a production release.

SUPPORT

A support view

Find any player and see their coins, items, passes and purchases. Fix a problem with a coin adjustment or an item grant, and it’s all logged.

ACCOUNTS

Accounts without email

Players move to a new device with a short code. No email or personal details needed, and deleting an account takes one call.

PowerUp Console · sandbox
Releases: Your published versions, what changed between them, and a preview of the next one.

Releases. Your published versions, what changed between them, and a preview of the next one.

PowerUp Console · sandbox
Players & support: A test player’s wallet and the support tools next to it.

Players & support. A test player’s wallet and the support tools next to it.

PowerUp checks your setup against the rules built into it. That isn’t legal advice, and your game’s compliance is still up to you.

PowerUp SDK for Godot

Up and running in an afternoon. Made for Godot.

More and more indie games are made in Godot, and most monetization tools still treat it as an afterthought. Ours is plain GDScript. It’s one folder and one autoload, with nothing native to compile.

01

Add the addon

Copy one folder into your project and switch on PowerUp Monetization. It’s plain GDScript.

02

Paste your key

With a sandbox key and the built-in test data, a store shows up before you’ve set anything else up.

03

Load the store

One call gets the storefront. The offer button won’t sell a card that’s missing its price.

04

Publish

Set things up in the console and publish. The game picks up the new version on its next request.

# shop.gd: talking to PowerUp from your game
func _ready() -> void:
    PowerUp.initialize("YOUR_PUBLISHABLE_KEY", save.client_id, {
        "baseUrl": API_URL, "client": "mygame/1.0.0",
    })
    PowerUp.player_token_issued.connect(func(token: String) -> void: save.token = token)
    if save.token != "":
        PowerUp.set_player_token(save.token)
    else:
        await PowerUp.register_player(save.client_id, save.display_name)

    var store: Dictionary = await PowerUp.fetch_storefront()
    if store.ok:
        %Shop.show(store.storefront.offers)   # your UI, or the bundled storefront node

# Web and desktop use Stripe Checkout. Phones: create_purchase_intent(),
# the store sheet, then submit_receipt().
var _checkout: Dictionary = {}

func _on_product_sheet_opened(sku_key: String) -> void:
    _checkout = await PowerUp.start_checkout(sku_key)   # create it while the sheet opens

func _on_pay_pressed() -> void:
    # Open it right away. After an await, the browser would block the popup.
    if _checkout.get("ok", false) and not PowerUp.open_checkout(_checkout.checkout):
        %ContinueInThisTab.show()   # its button: start a "redirect" checkout (see the Stripe guide)

func _on_watch_for_coins() -> void:
    var ad: Dictionary = await PowerUp.create_ad_session("free_coins")
    if not ad.ok:
        return   # cooldown, daily cap or age gate; ad.code says which
    # ...show the rewarded ad with your ad plugin, then:
    await PowerUp.complete_ad_session(ad.session.sessionId, "admob", true)

PowerUp Monetization

Godot 4.x addon · v0.2.0

  • Godot 4, plain GDScript. Nothing native to compile, nothing in the engine patched.
  • 70 methods and 16 signals on one PowerUp autoload.
  • A ready-made storefront node and an offer button that draws prices and terms correctly.
  • Recorded test data and a fake transport, so you can test without a network.
  • Sandbox and production keys, plus draft previews.
  • Safe retries on every purchase and reward.
  • Signed match tickets your game server can check on its own.
Read the getting-started guide
More engines

Not on Godot? We’re coming to your engine.

We started with Godot because it’s what we make buggs.io in. The engine behind PowerUp doesn’t care what your game is built with, and any engine can use the REST API today. Native SDKs for these are next.

Available

Godot 4

The full SDK, today

Available

Any engine

Through the REST API, today

Coming soon

Unity

C# SDK

Coming soon

Unreal Engine

C++ and Blueprints

Coming soon

GameMaker

GML extension

Coming soon

Defold

Lua extension

Coming soon

Cocos Creator

TypeScript SDK

Coming soon

Phaser & web games

JavaScript SDK

Which one ships first depends on who asks, so tell us what you’re building.

Case study · buggs.io

We built it for our own game. It still runs on it.

buggs.io is our multiplayer .io game. You play a bug that grows as it eats, and you try to cut the other bugs off. It has 33 bugs, 18 power-ups, weather that shakes up the arena, and bots that keep every room full.

ON POWERUP TODAY
  • The in-game store and coin wallet, set up and published from the console
  • Over 250 bugs, power-ups, skins and trails, each with its own way to unlock it
  • Version targeting, so older versions of the game never see items they can’t show
  • XP and match rewards that only come from real online matches
  • Accounts that move between devices with a code instead of an email

Already built into the game and waiting for us to switch them on in the console: Stripe, Google Play and App Store checkout, paid boosts, the season pass, quests, events, news, clubs and rewarded ads.

HOW WE RUN BUGGS.IO
  • Nothing you pay for is random.
  • Power-up charges, cooldowns and loadout slots are never for sale.
  • Every power-up can be earned with XP.
  • Offline matches don’t earn anything, so nobody can farm progress.
  • We ask your age before any purchase or ad. No age, no ads.
  • If PowerUp is ever down, you can still play.
WHERE IT PLAYS
  • Webbuggs.io/play, on desktop and phone
  • Google PlayAndroid
  • itch.ioA listing that opens the browser version
  • iPhoneComing soon

Godot 4.7 client · Node game server · PowerUp

buggs.io arena: a bug winds across the board past trains of beetles.
buggs.io power-ups screen: 18 power-ups, five slots.
buggs.io collection screen: skins and trails for every bug.
buggs.io progress screen.
PowerUp Console · buggs.io catalog · sandbox
The PowerUp Console's Catalog for buggs.io: 295 items, 292 collectibles, each with its unlock rule.

Disclosure. buggs.io is made by Power Up Gaming, the same team that makes PowerUp. We built the engine for our own game first, and buggs.io still runs on the version you’d get.

What’s inside

Everything in the box.

Here’s the short version. Every plan gets all of it, and the console is easier to show than to list.

Catalog & storefront

  • Items, bundles, passes and subscriptions
  • One product on every platform
  • Import the catalog you already have
How it works

Currency & wallet

  • Hard and soft currencies
  • A full history behind every balance
  • Price ladders without stuck coins
How it works

Passes & subscriptions

  • Starter and seasonal passes
  • Free and premium tracks
  • Subscriptions with real perks
How it works

Quests, events & progression

  • Daily, weekly and event quests
  • A LiveOps calendar
  • Rewards from real matches
How it works

Ads

  • Rewarded, interstitial and banner
  • Rewards confirmed on the server
  • Sensible pacing and age rules
How it works

Payments

  • Stripe on web and desktop
  • App Store and Google Play
  • Refunds and restores handled
How it works

Players & support

  • Look up any player
  • Fix things with logged adjustments
  • Device transfer without email
How it works

Insights & growth

  • Suggestions from your setup
  • Ad spend and cost per player
  • Where players came from
More inside, see it in a demo

News & clubs

  • An in-game news inbox
  • Player clubs
  • Weekly tournaments
How it works

Releases

  • Draft, check, publish
  • Compare any two versions
  • One-click rollback
How it works

Player protection

  • Real prices next to coin prices
  • Limits and consent for kids
  • A record of what players saw
How it works

Developer tools

  • Godot SDK
  • REST API for other engines
  • Sandbox keys and test data
How it works

Security

  • Encrypted keys
  • Signed tokens your server can check
  • Separate sandbox and production
More inside, see it in a demo

Want to see all of it?

Book a demo and we’ll take you through the whole console, set up with a real game, and talk through how it would fit yours.

Book a demo
Pricing

Free until your game makes money.

Prices are on the page. No per-install fees, no per-seat licences, and we won’t change the deal you signed up on.

Indie

Everything in the engine, for your first game.

$0

until you earn $1,000 a month through PowerUp

  • Every feature
  • Sandbox and production
  • The Godot SDK and the API
  • Stripe, App Store and Google Play
  • Community support

Studio

MOST STUDIOS

For games making real money, with a team behind them.

3%

of revenue through PowerUp. The same on web, App Store and Google Play.

  • Everything in Indie
  • More than one game
  • Priority support
  • Help moving your catalog over

Enterprise

For publishers with several games.

Custom

a lower rate as your revenue grows

  • Everything in Studio
  • Your own dedicated instance
  • A launch review before big updates
  • Security review and a data processing agreement
  • Custom data retention
  • Annual contracts and invoicing

You keep your own Stripe, Apple and Google accounts, and they charge their usual fees. Our 3% is separate, and it’s the same wherever the sale happens.

FAQ

Questions studios ask first.

Yes, book a demo. We’ll walk you through the whole console with buggs.io’s setup and answer questions about your game.

Let’s look at your game.

Book a demo and we’ll show you the console with a real game in it. If it’s a fit, we’ll set you up with sandbox keys and a console of your own.

hello@powerupgaming.dev