Selling direct to consumer sounds like a straightforward win for game studios: more revenue, more control, no platform cut. What usually gets left out of that pitch is everything that comes bundled with owning the checkout. The moment a studio starts processing payments itself, it quietly becomes its own security guard, its own tax collector, and its own fraud investigator, all without necessarily realizing it.
This video walks through where that hidden cost actually lives, using three specific pressure points that show up again and again once studios start handling their own payments at scale.
The first is chargebacks. A chargeback is not the same thing as a refund, it's a forced reversal initiated through the bank, and it usually comes with a fee attached regardless of the outcome. Global chargeback volume is projected to hit $337 million by 2026, and the cost per dispute is only getting more expensive. A lost $20 sale doesn't just cost the studio $20. Factor in a dispute fee of roughly $15 to $25, plus the digital item that's already been delivered and can't be reclaimed, and the real cost of a single chargeback ends up multiples higher than the original transaction.
The second is liability. Studios running payments through their own Stripe or PayPal setups are exposed to 100% of the risk on every transaction that comes through. Fighting disputes effectively means collecting IP data, device fingerprints, and behavioral signals, which in practice means building an internal compliance function inside a game studio, something most teams never planned to staff for. It pulls developer time and attention away from actually building games.
The third is the fix: the Merchant of Record model. An MoR becomes the legal seller on behalf of the studio, taking over payment processing, tax compliance, and chargeback handling as a package. Rather than adding complexity, it shifts risk into a system designed to carry it. Tebex is one example of a platform built this way, supporting more than 130 payment methods and offering 100% seller protection, so studios keep their funds even when a dispute doesn't go their way, instead of absorbing the penalty the way older, self-managed setups typically require.
The takeaway: this isn't really a checkout design question. It's a question about who carries the financial risk when a transaction goes wrong, and that answer should be decided deliberately, not by default.
Useful watch for anyone working in game publishing, monetization strategy, or platform operations.
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