Changes in Xsolla Launcher
- Launcher 3.0 based on Electron.js framework with improved design and new features (refer to video):
- improved UI customization with Figma without code and with real-time preview
- work with the latest versions of the In-Game Store, Buy Button, and Pay Station products
- a new system for creating and posting news, images, and videos in the launcher
- displaying custom pages with any content you want to show to your users in the launcher
- support for macOS and Windows without additional manual configuration
- advanced data collection for analytics, including information about devices used
- a new admin pane in Publisher Account for quick launch setup
- entire configuration update in real time that allows you to test the launcher without restarting it
- dividing one project into draft and published versions to simplify testing
Changes in Game Investment Platform
Documentstab in a game card where you can find all documents related to working with this game.
- Possibility to express intention to invest in a game that has already collected the required number of investors. If one of these investors decides to withdraw, you can invest in the game.
Changes in Xsolla In-Game Store
- Information about promotions in the catalog API calls. You can now show how many products a single user can buy in the catalog. This allows you to increase the average income that you can receive from a single user.
- Setting the number of available promotions per user. You can create personalized promotions that are limited by the number of purchases. This personalization option helps sell something unique related to certain events in a game. Promotions that are available to a certain number of players are more likely to be sold. Examples:
- a unique 100,000 gold promotion available after a certain point in the game
- rare armor that the boss drops and there will be no other chance to get it
- first 1,000 players receives 100 diamonds in addition to the starter pack
- Managing the catalog personalization logic on your side. You can now send the list of available items via webhooks from in-game services. Products are filtered twice: when a user browses the catalog, and when the user makes a purchase. You can specify which item should be hidden or shown as unavailable for purchase, e.g., if an item has already been purchased in the game.
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