Skip to content
Changelog

Changelog

The PowerUp changelog, newest first. What changed in the console, the API, the Godot SDK and this site, dated from our own history.

Updated

This is the PowerUp changelog: what changed in the engine, the console, the Godot SDK and this site, newest first. The dates come from our own commit history, and each entry says what changed in plain words rather than how we built it. For the current API, see the SDK reference.

October 27, 2026

  • A full site. powerupgaming.dev grew from one page to a site: Godot monetization and a page for each feature, step-by-step guides with GDScript, store rules explained with links to the rules themselves, comparisons, docs, the web checkout fee calculator, pricing, the buggs.io case study and this changelog.
  • Pages search engines can read. Every page is now rendered to HTML when the site is built, so search engines, AI answer engines and link previews get the words without running JavaScript. Pages carry structured data, and the site has a sitemap and a robots.txt. Footer links got bigger tap targets.
  • PowerUp, everywhere you look. The console, the Godot SDK and the messages a studio sees now say PowerUp. In the SDK, the autoload is PowerUp, the addon lives in addons/powerup/, and the classes are PowerUpStorefront, PowerUpOfferButton and PowerUpDisclosure. Method and signal names didn't change, and the SDK is still version 0.2.0.
  • Boosts are your game's own. A game now defines its own boosts: a key, a name, a description, one of three mechanics (used at the start of a match, during a match, or paid from coins set aside for the match), the parameters it reads with their limits, and an optional free use as a perk. Before, every game had buggs.io's three built in; now they're just buggs.io's data. A publish check fails an ad whose reward is a boost the game doesn't define, and a boost can't be deleted while players still hold charges of it or a live ad grants it.

October 22, 2026

  • A rebuilt console. The console now runs on Meta's Astryx design system. The screens and the look stayed the same.

October 21, 2026

  • Player data on ClickHouse. PowerUp now keeps wallets, purchases, progress and the rest of a game's player data, ad spend included, in ClickHouse, a database built for large volumes, and loads each player's data on first use. Your game's configuration stays in Postgres.

October 19, 2026

  • Marketing in the console. Connect Meta, Google Ads, TikTok and Apple Ads for each game, with the credentials encrypted like payment keys. Spend syncs every day on the game's own schedule, and the Marketing page shows it next to the new players and payers it brought in.

October 16, 2026

  • Where players came from. The game can record a new player's campaign tags, ad click ids or install referrer once, in the player's first 24 hours. Click ids aren't kept for children and teens, for requests from the EEA, the UK or Switzerland, or when the browser sends Global Privacy Control, and they're deleted after 90 days.
  • Conversions back to the ad networks. Sign-ups and first purchases from web players go back to Google, Meta and TikTok, with the click id the player arrived with. They're only sent for players whose click id was kept, and never for children, teens, testers or anyone who opted out. Players can opt out of ad measurement at any time.

October 13, 2026

  • Online progress. Next to a player's online XP, PowerUp now keeps XP per item (buggs.io uses it for mastery per bug) and match records such as kills, time played and best placement, all from the online matches your game server reports. The SDK reads them with fetch_progress(), and your game turns them into levels with its own curves.
  • Rules on the record. A match report can say which version of your game's rules the match was played by, and PowerUp keeps it with the match.

October 8, 2026

  • Subscription items once per period. The consumable items a subscription includes now arrive once per paid period, however many times a store reports the same renewal.

October 7, 2026

  • Payments kept apart per game. Two games on one Stripe account each get their own purchases, subscriptions and refunds, even though Stripe sends every event to both.
  • Reversed refunds put things back. When Apple reverses a refund or you win a Stripe dispute, the purchase comes back with exactly what the refund took away.
  • AdMob never sees your player ids. AdMob's reward checks use a separate, per-game stand-in for each player.

October 6, 2026

  • Rewarded ads on real networks. AdMob on Android and iOS, with its server-side reward checks, and H5 Games Ads on the web. Rewards no network can confirm are still checked on the server, with a minimum time before the reward and a daily cap per player. Sandbox games get test ads.
  • A publish check for ads. It makes sure each platform's ad network is set up, and that Google's test ads can't reach a production release.
  • buggs.io 0.3.0. The catalog of our own game, buggs.io, grew by 8 bugs, 6 power-ups and 40 skins, to 255 items.

October 4, 2026

  • Your own payment credentials. Enter your Stripe, App Store and Google Play credentials for each game, separately for test and live. They're stored encrypted and can't be read back; the console only shows the last few characters.
  • Catalog v2. Every item carries your game's own id and category, an unlock rule (free, XP, coins, either, or only as a reward) and the game versions it works in. Import your game's catalog file and see the differences before anything changes.
  • Recovery codes. Players can save a long-lived code that restores their account on any device, alongside the short transfer codes that last 15 minutes.

October 1, 2026

Where this history starts: the first commit to the repository we ship from. The engine already had its catalog and storefront, the coin ledger, checkout through Stripe, the App Store and Google Play, season passes, quests and events, rewarded ads and boosts, clubs and news, device transfer, age bands and spending limits, versioned releases behind publish checks, the console, and the Godot SDK at version 0.2.0.

Questions

Which version of the Godot SDK is current?

Version 0.2.0. It has 70 methods and 16 signals on one PowerUp autoload, in plain GDScript, and it's built and tested on Godot 4.7.

How do I move to the renamed Godot addon?

Turn the old plugin off under Project Settings, Plugins, before you delete its folder (that removes its autoload), copy addons/powerup/ in, and turn PowerUp Monetization on. If the editor still reports a missing autoload, check under Project Settings, Globals, Autoload that PowerUp points at res://addons/powerup/powerup.gd. In your scripts, update the three class names and any old res:// paths. The autoload is still called PowerUp, and method and signal names are the same.

See it running on a real game.

We’ll walk you through the console with buggs.io’s setup.