
Xsolla is a merchant of record built specifically for video games, founded in Perm, Russia in 2005 as 2Pay by Aleksandr Agapitov, renamed Xsolla in 2011 and headquartered in Sherman Oaks, Los Angeles since the company moved to California in 2010. It becomes the legal seller of your game or in-game item, which transfers sales tax, VAT, fraud loss and chargeback liability off the developer and onto Xsolla, and it is the dominant option for direct-to-player web shops that route around the 30% mobile app store cut. Its marketing describes a revenue share as low as 5%, with over 1,000 payment methods across 200-plus markets, 130-plus currencies and 25-plus languages. It publishes no full rate card, and its recent corporate history — a 2021 mass dismissal driven by workforce analytics, six former-executive lawsuits since 2019, and a 2024 Bloomberg investigation into more than $100 million moving between company and founder accounts — deserves as much of a developer's attention as the pricing does.
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Game developers and publishers selling direct to players internationally — PC and web titles, direct-to-consumer web shops attached to mobile games, in-game currency and item sales, and studios that would otherwise have to register for VAT and GST across dozens of jurisdictions. The web shop product in particular is the standard answer for a mobile studio trying to move purchases off the app stores.
For a game studio selling direct to players across borders, Xsolla does something genuinely hard and does it at scale: global tax, fraud, local payment methods and a web shop that keeps revenue out of the app stores. The 5% headline is a real number and a good deal against a 30% platform cut. What holds the grade to a B- is not the product but everything around it — no published rate card beyond a floor, contract-specific payout terms you cannot see before signing, and a documented governance record that a founder handing over their entire revenue collection is entitled to weigh.
You are not selling games. Xsolla is built end to end around game economies, and a general software or physical-goods seller will be better served by a generalist merchant of record or a conventional processor. Skip it too if you need to know your total cost before you commit — the all-in figure lands well above 5% once payment method costs are counted, and the terms that matter are set per contract.
The headline take, the audiences it's right (and wrong) for, and the genuine differentiators behind the verdict.
Xsolla is a merchant of record built specifically for video games, founded in Perm, Russia in 2005 as 2Pay by Aleksandr Agapitov, renamed Xsolla in 2011 and headquartered in Sherman Oaks, Los Angeles since the company moved to California in 2010. It becomes the legal seller of your game or in-game item, which transfers sales tax, VAT, fraud loss and chargeback liability off the developer and onto Xsolla, and it is the dominant option for direct-to-player web shops that route around the 30% mobile app store cut. Its marketing describes a revenue share as low as 5%, with over 1,000 payment methods across 200-plus markets, 130-plus currencies and 25-plus languages. It publishes no full rate card, and its recent corporate history — a 2021 mass dismissal driven by workforce analytics, six former-executive lawsuits since 2019, and a 2024 Bloomberg investigation into more than $100 million moving between company and founder accounts — deserves as much of a developer's attention as the pricing does.
Xsolla is the only merchant of record with real scale that is built exclusively for games, which shows up in the parts of the product a generalist cannot easily copy: cross-game fraud analytics, in-game currency and item catalogues, player login and account systems, and a web shop designed specifically to move purchases outside the app stores. The trade-off is the one every merchant of record carries — Xsolla, not you, owns the payment relationship with your players.
Real-world cost at three volumes, plus the rates, fees, payouts, and contract terms that drive them.
Estimated annual cost at three realistic processing volumes, using Xsolla’s published online rate plus monthly fees. Real costs vary with average transaction size, chargeback rate, and any negotiated terms.
Selling a game direct to players in a hundred countries is a tax and compliance problem wearing a payments costume. A studio taking $4 in-game purchases from players in Brazil, Indonesia, Germany and Japan acquires VAT, GST and consumption tax obligations in most of those places, needs local payment methods that are nothing like a Visa card, and inherits chargeback exposure on a product that cannot be returned. Xsolla makes all of that go away by becoming the legal seller: its name is on the player's statement, it owes the tax, it eats the fraud, and it remits the net.
The company was founded in Perm, Russia in 2005 as 2Pay by Aleksandr Agapitov, moved its headquarters to Los Angeles in 2010 and renamed itself Xsolla in 2011. It is based in Sherman Oaks, California. Its product line has expanded well past checkout — player login and accounts, in-game item catalogues, anti-fraud, and the Web Shop and Buy Button products that let a mobile studio sell outside the app stores — but the merchant-of-record status underneath is what everything else is built on.
Xsolla's own figures are broad coverage claims rather than volume disclosures: more than 1,000 payment methods, 200-plus markets, 130-plus currencies, 25-plus languages, and merchant-of-record tax and compliance handling across those markets. It does not publish transaction volume, customer counts or financials, and third-party figures for its headcount and revenue vary widely and lag by years, so we have not repeated them. What is not in dispute is that Xsolla is the default choice in its niche: a very large share of PC and direct-to-player game commerce outside the platform stores runs through it.
Xsolla's pricing communication is better than most merchants of record and still not good enough to plan against. It names a number where competitors name none at all: a revenue share as low as 5%. Look closely at where that number actually appears, though. The one Xsolla page that states it plainly is the pricing page for Login, its player-account product, which says you can deploy a custom interface for free with only a 5% transaction fee. There is no equivalent published figure for Pay Station or for the merchant-of-record service, so 5% is a floor for a particular configuration rather than a rate, and nothing published sets out what pushes a given publisher above it.
Reviewers and developers who have been through the process commonly describe an all-in cost between 7% and 10%, once the cost of individual payment channels, currency handling and optional modules is layered on. That range is not corroborated by Xsolla and comes partly from competing merchants of record publishing comparison content, which is exactly the sort of source to discount. We record it here because no source claims the effective rate is actually 5%, and a studio that models its economics on the headline will be wrong in the same direction every time. Ask for the total effective rate against your real market mix, and ask specifically whether payment method costs sit inside or outside the revenue share.
For a mobile studio the comparison that matters is not against Stripe at 2.9%. It is against 30% to the app store, and against the engineering and legal cost of building direct-to-player commerce yourself. Even at the top of the reported range, that comparison favours Xsolla decisively. For a PC studio already selling through a storefront, the calculation is much closer and worth doing carefully.
This is the weakest disclosure in the product. Payout schedules and minimum payout thresholds are set in the individual publisher contract and appear nowhere publicly. Xsolla's dashboard shows the next scheduled payout based on those terms, and its own FAQ answers the question 'why don't I see a payout date' with the explanation that the publisher has not reached the minimum amount in their contract. Payout methods are bank transfer and PayPal.
For a large publisher that is unremarkable — everything is negotiated anyway. For a small studio it is a real risk, because a payout minimum set higher than a month's revenue quietly turns into a cash-flow gap in the launch quarter. Extract both numbers during negotiation, in writing, and model your first six months against them.
Three things sit on the public record and a developer choosing where to route their entire revenue collection should read them. In August 2021 Xsolla dismissed roughly 150 employees who an analysis of their work activity had flagged as 'unengaged and unproductive'; the founder's email announcing it circulated widely and was heavily criticised across the games press. In 2024 Bloomberg reported that more than $100 million had moved between Xsolla company accounts and accounts personally held by Agapitov between 2021 and 2023, including around $70 million in 2023, with roughly $102 million returned over six months. Xsolla's president David Stelzer said the claims were inaccurate and that the company manages its financial affairs responsibly and in full compliance with applicable laws.
Third, Bloomberg counted six former executives who had brought suits against the company and/or Agapitov since 2019. They include wrongful-termination claims from Emil Aliyev, a former vice president of global accounting, and Joe Chang, a former chief financial officer, both of whom said they were dismissed after raising questions about the company's financials; a 2022 suit alleged a pattern of terminating executives who complained about potentially unlawful activity. Those suits have been settled or dismissed, Aliyev's with prejudice in March 2024.
We are recording this as context, not as a finding. Allegations in civil complaints are allegations; suits that settle or are dismissed establish nothing; no regulator has taken action against Xsolla and we found none pending. But a merchant of record holds your money before you do, and the ordinary due diligence for that relationship includes reading what former finance executives have said in court about the company's handling of its own. Weigh it, ask about it, and decide.
Xsolla earns a B-. The product is the best in its category and the category is a real one: no generalist merchant of record understands game economies the way this company does, and for a mobile studio the Web Shop proposition against a 30% platform cut is close to unarguable. The marks against it are the ones a developer can act on. The published 5% is a floor rather than a price and the realistic all-in cost is materially higher. The payout schedule and minimum — the two numbers that determine whether you can make payroll — are invisible until you are in a contract. And the corporate governance record over the last five years is unusual enough that it belongs in your diligence rather than in a footnote. Use Xsolla if you sell games internationally, negotiate the effective rate and the payout terms hard, and keep the exit question — what happens to your players' billing relationships — answered in writing before you integrate.
Card-not-present, e-commerce, and online payments
Recurring monthly account fee
Monthly account statement and reporting fee
Regular deposit schedule to your bank account
Minimum balance required before payout
Not published. Commercial terms, payout schedules and minimums are negotiated per publisher.
Required commitment period
Not published. The exit consideration for any merchant of record is structural rather than a fee: because Xsolla is the legal seller, your players' billing relationships, stored payment credentials and subscription authorisations sit with Xsolla. Establish in writing what is portable on exit and what happens to active recurring purchases before you integrate.
How to terminate your account
Estimate your monthly costs
Pick a published plan, enter your volume and transaction profile, and we’ll compute the math the same way an underwriter would. Real costs vary with card mix, chargeback rate, and any negotiated terms.
Flat all-in rate (interchange built in)
Products, integrations, payment-type coverage, security posture, and how their support holds up in practice.
Xsolla becomes the legal seller of the game or in-game item, taking on sales tax, VAT and GST calculation and remittance, fraud loss and chargeback liability, and remitting net proceeds to the developer.
The checkout product, offered as hosted, component-based or headless integrations, covering by Xsolla's own claim more than 1,000 payment methods across 200-plus markets, 130-plus currencies and 25-plus languages.
A direct-to-player storefront for mobile games, letting studios sell in-game currency and items outside the app stores and keep a far larger share of the revenue than the platform cut allows.
An in-game purchase entry point for mobile titles, announced in May 2025, aimed at routing players to a developer's own store from inside the game.
Fraud screening using cross-game analytics and machine learning. Because Xsolla is the merchant of record, fraud losses are Xsolla's own, which aligns the screening incentive with the developer's revenue.
Player authentication, account systems and in-game catalogue and inventory services, sold alongside payments so a studio can run a direct-to-player economy without building the account layer itself.
Synthesis of third-party platform reviews and industry ratings — agreements, disagreements, and which signals to weight.
Based on 0 reviews across 1 rating platform
Xsolla's G2 profile carries a high aggregate score from a small review base — an aggregate of about 4.5 out of 5 across roughly two dozen reviews was reported in early 2026. Recurring praise is for integration support and account management responsiveness. A sample that small should be read as directional rather than representative, and it is worth noting that reviews of a revenue-share partner tend to come from studios who are actively working with them.
Xsolla markets a revenue share "as low as 5%". The one place it publishes a figure is its Login product page, which states a 5% transaction fee for a custom interface; there is no published rate card for Pay Station or for the merchant-of-record service, and each publisher is quoted individually. Independent reviewers and developers commonly report an all-in cost between 7% and 10% once the cost of individual payment channels, currency handling and optional modules is added. We could not verify that range with Xsolla, so treat it as an indication of magnitude and insist on a total effective rate modelled against your own market and payment-method mix before signing.
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