Crypto payments for games and in-game purchases

Gaming is the category card fraud loves most: a stolen card buys currency, the player spends it in an hour, and the chargeback arrives weeks later. Paysell settles top-ups in USDT and TON on the TON network, where a confirmed payment is final and your grant script can trust it.

  • USDT and TON on the TON network
  • Currency granted on a signed webhook
  • No chargebacks after the item is spent
  • 0.2% per payment, no monthly fee

What usually goes wrong

Chargeback fraud is a business model here

Buy in-game currency, spend it or trade it away, then tell the bank the purchase was not authorised. The studio loses the money, the item and often the account it already banned, and pays a dispute fee for each case on top.

Your players are global, your acquirer is not

A large share of an online game's audience sits in regions where international cards do not work or where your payment provider refuses the country outright. Those players still want a battle pass — they just cannot reach the buy button.

Small top-ups are eaten by fixed fees

A two-dollar bundle carries a fixed per-transaction charge that turns a healthy margin into rounding error, so studios push bigger packs than players want. Percentage-only pricing keeps micro-purchases viable.

Private servers and indie projects get no processing at all

Community servers, mods and small studios are routinely refused by mainstream providers over the category, so donations end up going to a personal wallet with no invoice, no confirmation and no automatic grant of the reward.

How Paysell helps

Grant the item on `payment.credited`

Create an invoice with the player id and SKU in your own order id field, then wait for the signed webhook. Verify the HMAC signature, credit the currency and log it. Retries run for up to 24 hours, so a server restart during a sale never loses a purchase.

Payments that survive the trade

A confirmed transfer on the TON network cannot be reversed, so an item that has already been spent, traded or consumed cannot turn into a loss six weeks later. Fraud teams stop reconciling disputes and start doing actual game work.

Buy from the game, the site, or a Telegram bot

The same invoice can be paid on your website, in a Telegram bot, in a mini app or through a plain link, and the hosted page opens Tonkeeper or MyTonWallet with a QR code. That fits a player base that already keeps a TON balance in Telegram.

Percentage pricing that fits micro-payments

0.2% of the received payment, fixed when you register the store, with no setup fee, no monthly fee and network fees on incoming payments covered by us. Invoices start at 3 USDT or 0.1 TON and go up to 10,000 USDT or 7,000 TON, and you can create 60 of them an hour.

Where it fits

In-game currency and gem top-upsBattle passes and season subscriptionsCosmetics, skins and DLC unlocksGame keys and gift codesPrivate and community server donationsGuild perks and premium accounts

Integration in minutes

One endpoint between the shop and the grant script

Create a store, take its API key and call the invoice endpoint when a player picks a bundle. Put the player id and SKU in the order id so the webhook says exactly what to grant and to whom, then hand the player the returned payment page. Because the same link works in a browser, a Telegram bot and a mini app, an in-game shop and a community bot can share a single integration.

Full API reference
Create an invoice for a currency bundle
curl -X POST https://paysell.me/api/merchant/v1/invoices \
  -H "Authorization: Bearer sk_live_..." \
  -H "Content-Type: application/json" \
  -d '{"asset":"USDT_TON","amount":"25","order_id":"order-1042"}'
Svar
{
  "invoice_id": "12c22c1a-a496-4c1e-abe3-72661ef8706e",
  "payment_url": "https://paysell.me/pay/12c22c1a-a496-4c1e-abe3-72661ef8706e",
  "asset": "USDT_TON",
  "amount": "25",
  "status": "pending",
  "expires_at": "2026-09-06T17:20:55Z"
}

Pricing at a glance

One rate for every payment, whatever you sell and wherever your customer is.

0.2%
per payment
0
setup and monthly fee
0.7 USDT / 0.52 TON
withdrawal fee
25 USDT / 19 TON
minimum withdrawal

Withdraw to any TON wallet in a couple of clicks from the dashboard.

Before you apply

Games, not gambling

This page covers selling in-game goods and services: currency, cosmetics, passes, keys and server perks. Betting, casino mechanics and any product where a player stakes value for a cash-equivalent payout belong to a separate, licensed category — see the iGaming page. If your game contains mechanics you are unsure about, tell us before you launch: we may ask for verification, as any payment service does, and the Acceptable Use Policy is easier to discuss up front than after launch.

Questions

Can I accept USDT for in-game purchases?

Yes. Paysell accepts USDT and TON on the TON network, which covers players who already keep a crypto balance, including the large Telegram audience using Tonkeeper or the built-in wallet. Your store balance stays in the coin the player paid, because nothing is converted on the way.

How do I credit the currency automatically after payment?

Your shop creates an invoice carrying the player id and SKU as its order id, and your backend grants the item when the signed `payment.credited` webhook arrives. Verify the HMAC signature first and treat repeated deliveries idempotently, since retries continue for up to 24 hours if your endpoint is unreachable.

Can a player charge back after spending the currency?

No. There is no chargeback mechanism on the TON network, so a confirmed top-up cannot be reversed once the item is traded or consumed. Refunds are handled through support rather than an API call, and a goodwill refund can also be a transfer you send from your own balance when you decide to.

How fast is a top-up confirmed?

About a minute from the moment the player sends the transfer: Paysell waits for a masterchain block plus three confirmations and reconciles the payment against an independent source before crediting it. That is fast enough to grant a bundle while the player is still in the shop screen.

What is the smallest purchase I can sell?

Invoices start at 3 USDT or 0.1 TON and run to 10,000 USDT or 7,000 TON, and a store can create up to 60 invoices per hour. Since pricing is a flat 0.2% with no fixed per-transaction fee, small bundles stay economically sensible.

Do you support gambling or betting projects?

Not on this page. Selling in-game items, currency and keys is a different category from wagering, which needs its own licensing conversation — see the iGaming solution page. Tell us what your mechanics actually do before launch so nothing surprises either side later.

Can I run several games on one account?

Yes. One Paysell account holds multiple stores, each with its own API key, webhook endpoint and statistics, so titles and community servers stay separated. Team members can be given roles rather than shared credentials, and the account is protected by 2FA and a session list.

Related solutions

Ready to take your first crypto payment?

Create an account, connect a store and issue your first invoice today — no setup fee, no waiting for approval.

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