Sell your game direct.
Keep the cut, keep the player, kill the grey market.

Every platform edition on one page, plain card checkout. Funds settle straight to you — you're the merchant of record, we're not holding your money. Keys stay revocable after redemption, so chargebacks and grey-market resale stop being your problem.

List my game → Takes a minute. We review every studio by hand before you go live.

V1 is live. What you can do today

Everything below is built, audited, and running on mainnet. Nothing here is a mockup.

Live

Sell licenses by card

Players pay with a card like anywhere else. Stripe settles the money straight into your own account — you're the merchant of record, FlipKey.gg never holds your funds. We take our cut on the charge, nothing else.

Live

Every edition on one page

Steam, Epic, PlayStation, Xbox, Nintendo, or your own launcher, side by side. Paste your Steam URL and the listing builds itself. The player picks their platform at checkout, and activation hands off to that platform's own redemption page.

Live

Your keys never leave you

Keys are delivered from a key station on your domain. Run our open starter kit (Node, Docker, about 30 minutes) or port the spec to your stack. FlipKey.gg never stores or sees a key.

Live

Revoke after redemption

Every delivered key is tied to a license record and the account that redeemed it. A chargeback, a fraud flag, or a refund cancels the license, and you know exactly which key and account to revoke.

Live

Refunds that run themselves

Before activation, eligible refunds are automatic — no ticket, no manual work. After activation, you approve or decline from the dashboard. Money goes back to the original card either way.

Live

Creator links that pay you back

Streamers and creators get a personal link for your game. Attribution lands on every sale they drive, and FlipKey.gg turns it into monthly creator statements at your rate, net 60 after month end, with refunds and chargebacks netted out. You pay creators on your own rail and post the numbers under your own name.

List my game →

Sell more than the game

Skins, freebies, giveaways, drops, and beta access all run on the same account-bound item. One real account, one item, redeemed inside your game. Nothing to farm, nothing to resell.

Live

Sell skins & cosmetics

List a cosmetic at a price, players pay by card, and the item mints bound to their account. Your game server checks it with one API call. Final sale, non-transferable, so there's no grey market to leak into.

Live

Freebies with every purchase

"Buy here, get this skin." Attach a bonus item to any license listing. It mints when the buyer redeems, bound to them, and rides the sale for free. Launch-week hype, on demand.

Live

Discord giveaways

One slash command posts a claim button in your server. Each click issues a private link bound to that Discord account, one per account, behind a CAPTCHA. No public links to script.

Live

Twitch & Kick drops

Reward the people actually watching. Drops are presence-gated and tiered by watch time, claimed with the viewer's own Twitch or Kick account, and redeemed in your game.

Live

Controlled beta keys

Paste an email list. Each address gets a pass bound to that email, proven by a one-time code. Revoke one tester or the whole wave instantly. Your game checks the pass with one API call. Free.

Live

Streamer-run giveaways

Grant a creator an allowance of items and they run giveaways from their own chat, on your budget, with every claim attributed to them. You set the cap, they do the work.

Promotional items come out of a free allowance, then cost pennies each. Items sold or attached to a sale don't use it.

Pricing

No setup fee, no monthly fee, no minimums, no exclusivity. You pay one small fee when you sell, at rates among the lowest in the industry.

WhatCostNotes
License or item saleOne small per-sale feeAmong the lowest in the industry, same for games and skins. Charged on the payment itself, so there's nothing to invoice. The full rate card is inside your publisher account.
Card processingStripe's standard ratePaid on your own Stripe account, because you're the merchant.
Setup, monthly, listings$0List as many games and editions as you want.
Promotional itemsFree allowance, then pennies eachGiveaway items, Twitch and Kick drops, beta passes. Prepaid packs after the allowance. Items sold or attached to a paid sale are free.
Refunds & revocationsIncludedNo per-refund fee from us.

You see the exact rate card, with a worked example on a real price, the moment your account is set up and before you list anything. Sales tax, where it applies, is added on top and collected on your Stripe account as merchant of record.

How it works

  1. Tell us about your game. We're onboarding by hand right now, so you talk to a person, not a signup wall. You get a publisher account and a starter kit.
  2. Connect Stripe. Payouts go to your account from the first sale. FlipKey.gg is never in the money path.
  3. Stand up your key station. Import your keys into the starter kit on your domain, or point us at the redeem endpoint you already have. Run the built-in link test.
  4. List your editions and share the link. Sales, refunds, revocations, and giveaways all run from one dashboard, with team roles for whoever handles what.

Take back the grey market

Resold keys move through sites you don't control, and the chargebacks and refund abuse land on you. On FlipKey.gg every purchase is verifiable and traceable to the account that redeemed it, so a bad key can be cancelled at the source instead of eaten as a loss. The approach is the subject of three pending U.S. patents.

Roadmap

v1 Built & audited — live on Base mainnet live
  • Multi-platform license sales — Steam, Epic, PlayStation, Xbox, Nintendo or in-house keys, plain card checkout
  • Listing pages with cover art, screenshots, trailers, and system requirements — or import all of it from your Steam URL in seconds
  • Publisher-hosted key delivery with the open starter kit
  • Creator sell-links with attribution on every sale — and monthly creator statements at your rate, net 60, paid on your own rail
  • Paid skins & cosmetics — account-bound, final sale, checked in-game with one API call
  • Community giveaways — Discord claim buttons, Twitch & Kick watch-drops, streamer allowances
  • Beta access passes — account-bound, revocable in one click
  • Purchase bonuses — a free in-game item that mints when the buyer redeems
  • Self-serve refunds — automatic before activation, publisher-reviewed after
  • Team roles — owner, admin, refunds, minting
  • Smart contracts independently security-audited, live on Base mainnet
v2 Coming next planned
  • Tradable collectibles — with built-in resale rules and creator royalties
  • Secondary market — resale through a legitimate channel where publishers earn on every trade
  • Reviews & wishlists — verified purchases only, no fake reviews by design
  • Server-side activation — verify and grant keys by platform account
  • Verified-gamer reputation layer

Integration, in detail

Two pieces run on your side. Both are small, and both are yours.

The key station (starter kit)

  • Node 20+, Express, runs on a laptop, a VPS, or Docker.
  • SQLite out of the box; MySQL or Postgres with two config lines.
  • Bulk key import from CSV, per drop and per platform.
  • Verifies the buyer's license on-chain before it releases a key.
  • Steam sign-in gate so the key goes to a real, specific account.
  • Reports activations back to FlipKey.gg with a signed webhook.
  • Every route documented as a spec, so you can port it to PHP, Python, Go, Rails, or .NET.

The item check (skins, passes, drops)

  • One authenticated API call: does this account hold this item?
  • Works for paid skins, freebies, giveaway rewards, and beta passes alike.
  • Revocation is instant and server-side. A revoked pass fails the check on the next call.
  • No wallet, no chain code, no SDK in your game client.
  • Items are non-transferable by construction, so a check can't be gamed by trading.

What you never have to touch: smart contracts, wallets, gas, or key management. We run the contracts on Base mainnet under a multisig. They've been independently audited. Your players check out with a card and never see any of it.

Straight answers

Do you hold my keys?

No. Keys live in your key station on your domain. FlipKey.gg holds the license record and sends the buyer to you. We never store, see, or transmit a key.

Who is the merchant of record?

You are. Charges land on your Stripe account, refunds go out from it, and sales tax is yours to collect where you're registered. FlipKey.gg is a marketplace utility that takes a small application fee on the charge. We never custody your money.

Is selling Steam keys off-Steam allowed?

Yes. Valve lets publishers sell their own keys through other channels, with the expectation that you don't undercut your Steam price. FlipKey.gg is built for parity: the listing is your price, and we don't run coupons or discounts against Steam-parity titles. What changes is that every key you sell here is traceable to the account that redeemed it, which is the opposite of a grey-market key site.

What happens on a chargeback?

The purchase is marked, the license is cancelled, and you can see which key and which platform account it went to. You revoke the key on your side with that information instead of eating the loss. Skins and passes fail their ownership check immediately.

Do players need a wallet or any crypto?

No. They pay by card and get a key on their platform. The chain records the license in the background. There is no wallet step, no token, and nothing to explain to your support team.

How do I get paid, and how fast?

Through your own Stripe account, on Stripe's normal payout schedule. FlipKey.gg is never in the path between the buyer's card and your bank.

Can I keep my existing affiliate program?

Yes. Set your rate, and FlipKey.gg computes each creator's statement every month from the sales they actually drove, with refunds, partial refunds, and chargebacks netted out. Payout terms are the same for every studio: net 60 after month end, $50 minimum, the terms Amazon Associates uses. You pay on whatever rail you already use and post the statements on your own site, under your own name. We never move the money.

What does it cost to try?

Nothing. Listing is free, the beta access service is free, and you get a free allowance of promotional items. You pay one small per-sale fee when something sells, at rates among the lowest in the industry. The full rate card is inside your account.

What are you not doing yet?

Tradable collectibles and a secondary market, reviews and wishlists, and server-side key activation by platform account. They're on the roadmap as v2. Nothing on this page depends on them.

List my game →