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How it works

Glossary

Bundle
A set of several items that are sold as a single unit.
Virtual currency
The in-game currency that is used for purchasing and selling virtual items. Depending on its purpose, a virtual currency affects the game economy balance or is connected to monetization of the application.
Inventory
A set of all items within the game that the user can buy, earn while playing the game, or spend.
Consumable item
An item in the inventory that can be accrued or purchased repeatedly and decreases in its number once used. Example: coins, grenades and bullets to attack opponents, etc.
Nonconsumable item
An item in the inventory that can be accrued or purchased only once. Users can have only one unit of this item in the inventory. It can be removed from the inventory only via a server method. Example: access to a location, status, subscription, preinstalled DLC, etc.
Nonrenewing subscription
A nonconsumable item that is available for a limited period of time and becomes inactive in the inventory when it expires. The user buys this subscription again to activate it. For example, premium access or season access.

Integration flow

  1. Create your Xsolla Publisher Account.
  2. Create and set up a project in Publisher Account:
    1. Go to Projects and click Create a new project icon.
    2. Specify Project name and click Create.

  1. Go to Project settings > Integration settings and make sure that the Integrate Commerce API toggle is set to On.

Note
When you switch the toggle, an information email is sent to the email address that the owner of the project specified during the registration of the project.

  1. Set up at least one module in Publisher Account — Virtual Currency or Virtual Items.
  2. Implement the Commerce API client methods or integrate them via the SDK.

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Last updated: September 15, 2020

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