Sell the game yourself. Keep the revenue.

PatchKit never takes a percentage of sales. Players buy from a link, pay through PayPal into your account, and install through your launcher. You pay PayPal's fee of 2.9% plus 30 cents, and for delivery.

How a sale works

Setting up sales takes a few minutes in the panel. Nothing changes about how you publish.

  1. Step 1

    Publish

    Upload and publish builds the way you would for Steam or an app store.

  2. Step 2

    Players buy

    A purchase link takes them to checkout. No account or sign-up required. Payment lands in your PayPal account.

  3. Step 3

    Licenses

    Licenses are issued and managed from your PatchKit account, automatically or by hand.

DRM, or none

Sell with or without DRM. Players do not have to install extra software or create an account unless you want them to.

Authentication your way

Verify buyers by account, license key, device ID or an external OAuth2 provider. Pick the level that fits the game and the community.

Compared with other services

Public fee schedules of the platforms, and two worked examples. Delivery cost for PatchKit is the overage rate; plans include a transfer allowance.

StagePatchKitSteamXsollaEpic Games Store
Revenue cut0%30%5%12%
Payment gateway2.9% + $0.30$0.002.9% + $0.30$0.00
Deliveryabout $0.039 per GiB$0.00$0.01 per GiB$0.00

10,000 copies of a 1 GiB game at $10

StagePatchKitSteamXsollaEpic Games Store
Revenue cut$0$30,000$5,000$12,000
Payment gateway$2,900$0$2,900$0
Deliveryabout $390$0$100$0
Totalabout $3,290$30,000$8,000$12,000

10,000 copies of a 10 GiB game at $20

StagePatchKitSteamXsollaEpic Games Store
Revenue cut$0$60,000$10,000$24,000
Payment gateway$5,800$0$5,800$0
Deliveryabout $3,900$0$1,000$0
Totalabout $9,700$60,000$16,800$24,000

Figures from the platforms' published terms at the time of writing. Store cuts are what you give up; PatchKit's column is what you pay.

Sell your next release through your own launcher.

Selling with PatchKit

  • Commission 0%
  • Payments PayPal, Stripe
  • Buyer verification email, device, key, OAuth2
  • DRM optional