These Godot monetization guides walk through the jobs a free-to-play Godot game runs into, one at a time, with GDScript you can read and adapt. They cover what the job involves, where it usually goes wrong, and what a safe version needs on the server. Each one also shows where PowerUp does that part for you.
Where to start
- Selling on phones. Start with in-app purchases on iOS and Android, then server-side receipt validation, which is what stops fake purchases.
- Coins and progression. Build an in-game shop covers a coin wallet and a store screen, and make a battle pass adds free and premium tracks on top.
- Ads. Rewarded ads checked on the server covers rewards, daily caps and pacing.
- Web and desktop. Stripe checkout in a Godot game gets a web build taking payments, and web checkout for mobile games covers when a phone game can send players to the web.
New to the topic? Godot monetization gives the whole picture first, from picking a business model to store rules. If you're weighing web checkout, the fee calculator shows what moving some sales to the web could be worth. Every guide is listed below.