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USDC Checkout for Games.
Revenue Splits On-Chain.

Limva lets game studios accept USDC payments and split revenue between studio, publisher, and partners automatically — non-custodial, on-chain, with one integration.

Explore a simulated payment and settlement flow, or read the docs.

USDC checkoutOn-chain revenue splitsNon-custodialOne integration

Set up once.
Then it’s one tap, every time.

Today every purchase is confirmed with a fingerprint — the same gesture as Apple Pay, without leaving the game. A stored balance will remove even that step.

First purchase

One-time setup

  1. 1. Checkout opens in the system browserASWebAuthenticationSession on iOS, Chrome Custom Tabs on Android. Required for passkeys — and for external payments in the US.
  2. 2. The player creates a wallet with biometricsA passkey — Face ID or fingerprint. No seed phrase to write down, no extension to install, no separate app to download.
  3. 3. They fund it with USDCFrom an exchange or an existing wallet.
Every purchase after

Confirm with a fingerprint. That’s the whole flow.

  • No app switch — checkout opens over the game and closes on its own.
  • No seed phrase, no wallet extension, no network to pick.
  • No gas: the network fee is sponsored, so the player pays the item price and nothing else.
Roadmap

A topped-up player balance and spend permissions will drop the confirm step entirely — the purchase becomes a single tap with no signature at all.

What you keep.

Two things decide how much of a purchase reaches your studio: the route the payment takes, and what processing costs at your average price point.

Net to the studio on a $10 purchase

per route
Standard in-app purchase~58%$5.80

Platform commission and VAT applied to the gross price.

External payment — US~98%$9.80

Apple currently charges no commission on external link purchases following Epic v. Apple.

External payment — EU65–73%$6.50–7.30

Under the DMA terms: 5% Core Technology Commission, store services fee, and a 2% initial acquisition fee for new users.

Processing cost as the price drops

Card processing is a percentage plus a fixed fee — commonly 2.9% + $0.30. The fixed part does not shrink with the purchase, so it dominates small transactions. Limva charges a flat 2%, and the network fee on Base is a fraction of a cent.

PurchaseCard feeLimva
$10.00$0.59 5.9%$0.20 2%
$5.00$0.45 8.9%$0.10 2%
$2.00$0.36 17.9%$0.04 2%
$0.99$0.33 33.2%$0.02 2%

The smaller your average purchase, the wider the gap — and no card pricing can close it, because the fixed component is structural.

Rates depend on your region, your developer tier, and the current status of ongoing litigation between platforms and developers. Figures accurate as of publication.

Run the numbers for your title

From Player Payment
to Automatic Settlement.

A player pays USDC inside your game. An on-chain split contract sends each share to its recipient automatically. You integrate once.

  1. 01

    Player

    A player chooses gems, content, or another digital product inside the game experience.

  2. 02

    Game

    The game backend or integration layer creates a checkout session through Limva.

  3. 03

    Limva

    Limva confirms the payment on-chain and calls your signed webhook so the game can grant the item.

  4. 04

    Split Contract

    An immutable 0xSplits contract on Base splits the payment — studio, publisher, partners, and Limva’s 2%.

  5. 05

    Recipients

    Each share lands directly in its recipient’s wallet. Verifiable on-chain, no payout to wait on.

ProjectStarforge Mobile
Studio70%
Publisher20%
Platform8%
Limva2%

Developer-first
from the first request.

Developers integrate once, then trigger checkout sessions, receive payment events, and keep game systems synchronized through webhooks.

  1. 01

    Create a session

    Your server starts a purchase with one authenticated request.

  2. 02

    Open the widget

    One script tag turns checkout into a sheet inside the game.

  3. 03

    Credit from the webhook

    A signed payment.completed event tells your backend what to grant. The client callback never grants anything.

Your books, your filings — we give you the data.

Every transaction comes back structured, so your finance team can produce its own VAT and OSS reporting.

  • Buyer country
  • Timestamp
  • Amount and asset
  • Transaction identifier
  • Your order metadata

Non-Custodial
by Design.

Limva is settlement infrastructure, not a wallet and not an exchange. The money path runs from the player to the recipients — never through us.

Funds never pass through Limva

Payments move directly from the player’s wallet into an on-chain split contract. There is no Limva account in the path and no balance we could freeze, lend, or lose.

We hold no private keys

The player controls their wallet through a passkey on their own device. Recipient wallets belong to you and your partners. Limva holds keys to none of them.

Ratios are fixed in the contract

Split ratios are set when the contract is deployed and applied at the moment of payment. The contract is immutable — no one, including us, can change a share after the fact.

Every payment is independently verifiable

Each payment and each distribution is a public transaction. Your finance team reconciles against the chain itself, not against a report we produce.

Check it yourself

This is the split contract behind our own live demo on Base — the payment, the four recipient shares, and the 2% fee are all on it. Open it and read the code and the transfers.

0x3D6DF64BD14B2e17F09556339B51d1A741438600

View on Basescan

Simple pricing.

Limva takes 2% per transaction as a share of the on-chain split — the same 2% you see in every split example on this site. That is the whole price.

2%per transaction
  • No monthly fees
  • No setup costs
  • No minimums

Built for live-service games.

Limva is strongest where players buy often and revenue is shared with someone else.

Live-service and F2P titles

Players buy repeatedly. Processing cost per purchase compounds, and so does the saving.

Gacha and high-LTV economies

Frequent small purchases are exactly where fixed card fees bite hardest.

Games with revenue splits

A publisher, a co-dev studio, a licensor. Each share settles on its own, at the moment of payment.

If your game monetises through a single one-time purchase, Limva is probably not the right fit.

What ships today, and what comes next

No dates — we ship when it is ready.
Shipped
  • Hosted checkout
  • Embeddable checkout widget
  • On-chain revenue splits on Base
  • Passkey and browser wallets
Next
  • Player balance and one-tap purchases
  • Fiat on-ramp through a licensed partner
  • Unity SDK
Later
  • Additional networks
  • Additional stablecoins

Frequently asked questions

The questions studio CTOs ask first — answered without hedging.

Where does Limva fit with App Store and Google Play rules?

Three routes use Limva today. In the US, external payments are available following the Epic v. Apple ruling. In the EU, the DMA opens external purchase flows under the platform terms. And web traffic — your own store or a browser game — sits outside store rules entirely. The division of roles is simple: you decide which route applies to your title and market, and Limva provides the checkout and the structured reporting events for it.

Which browser opens at checkout?

The system browser — ASWebAuthenticationSession on iOS, Chrome Custom Tabs on Android. That is what passkeys require, and it is also what Apple requires for external payments in the US. The player never leaves your app: the sheet opens over it and closes when the purchase is done.

What happens if a payment fails or is pending?

A session stays pending until the payment is confirmed on-chain, then flips to paid — those are the only two states your backend needs. The webhook fires once the session is paid, retries on non-2xx responses with backoff, and carries the same session_id every time, so treat delivery as idempotent and grant the item once per session_id. If a payment never arrives, the session simply stays pending: nothing is charged and nothing is granted.

How do refunds work?

Refunds are initiated by the studio, not by Limva. Because funds settle directly to recipient wallets, there is no pooled balance for us to reverse — a refund is a new payment from your wallet back to the player. We give you the transaction data to identify the payment and the payer address; the transfer itself is yours to send. There is no automated refund button today.

What about chargebacks?

There are none. On-chain payments are final, so a player cannot reverse a completed purchase through their bank weeks later. For a game selling consumable items, that removes a whole category of fraud and the fees that come with it.

Do players need a crypto wallet or a seed phrase?

No seed phrase. Players create a passkey wallet inside the checkout with Face ID or a fingerprint, or connect an existing wallet through MetaMask or WalletConnect. Players do need USDC to pay — a fiat on-ramp through a licensed partner is on the roadmap, not in the product today.

Where do funds go after a payment?

Straight from the player’s wallet into an immutable split contract (0xSplits) on Base. The contract sends each share — studio, publisher, partners, and Limva’s 2% — to its recipient address. Limva holds no funds and no keys at any point, and every hop is public in a block explorer.

What does Limva charge?

2% per transaction, taken as a fixed share of the on-chain split. No monthly fees, no setup costs. On the passkey path Limva sponsors the network fee, so the player pays the item price and nothing else.

Add USDC Checkout
to Your Game.

One integration for USDC payments and on-chain revenue splits. Non-custodial, 2% per transaction.

Explore Docs