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Work in progress. These docs describe Spawnite at launch, and some parts are still being built.

Earning from your game

You keep 70 percent of net on every purchase in your game. The net is what a player pays, less sales tax, refunds and the payment processor’s fee. Spawnite charges you nothing to build, publish or host the game, and earns only when your game does.

When a player buys something in your game, three things come off what they paid: sales tax, refunds, and the fee the payment processor takes. What is left is the net, and 70 percent of net is yours.

A payment fee on the web is about 3 percent plus 30 cents a purchase, in US dollars. The fee is an estimate: its parts depend on the processor, the currency and the player’s country. Where it has a fixed part, such as the 30 cents, that part takes a larger share of a cheaper purchase. The following table works the estimate through three prices in US dollars, before sales tax and with no refund:

Price Payment fee Net You keep Your part of the price
$5 $0.45 $4.55 $3.19 64 percent
$10 $0.60 $9.40 $6.58 66 percent
$20 $0.90 $19.10 $13.37 67 percent

Your share starts with the first sale: there is no amount of sales to reach before you earn, and no fee to list a game. Being paid out is a separate rule, a $200 balance, which When you are paid gives.

Building, publishing and hosting are free, with no time limit. That includes the engine and its tools, the rooms your multiplayer game runs in, voice chat, player accounts, saves, and the bandwidth your players use. The platform pays for these from its share: the 30 percent of each purchase’s net that it keeps.

If Spawnite later sells extras, they are optional. No later version of the license can add a royalty or a fee for the engine and its tools, as What a later license cannot change says.

A player buys through the platform, never through a payment page of your own. The purchase is made in the platform’s checkout, the platform takes the payment, and the backend keeps the purchase’s receipt. Your game grants what was bought into its own state, which the player’s save keeps, beside the receipts it granted. In a game with rooms, the room grants it, so a player cannot give themselves a purchase by changing their client. A grant is delivered once: the backend holds the receipt until the save that records the grant commits, so a crash before then delivers it again at the player’s next join, and never twice.

A game’s own coins, the ones a Pickup pays and a shop spends, are not money. Coins and the wallet covers them.

  • Earnings are counted by calendar month.
  • A month’s earnings become payable 60 days after the month ends. The hold covers refunds and disputed payments.
  • You are paid once your payable balance reaches $200. A smaller balance carries over to the next month.
  • Payouts go to your PayPal account, in the countries where PayPal can pay you, which PayPal’s own list names.
  • A creator under 18 is paid through a parent or guardian, who accepts the payments on their behalf.
  • A refund or a disputed payment comes off the balance it was counted in.

For example, a sale on March 10 counts in March. March’s earnings become payable on May 30, 60 days after March ends, and are paid once your payable balance is $200 or more.

The creator portal shows what each game earned, what is on hold, and what is payable.

Spawnite is new, so plan on bringing your first players. Spawnite promises no traffic. How you reach players depends on whether people already follow your work, and both starts work from the same link: it opens in a browser, on a computer or a phone, with nothing to install, and a 13+ game needs no account.

Most first games start with a few people the creator knows:

  • Friends, on the unlisted link. A first publish is unlisted, so anyone with the link can play, and the game stays off the store. In a game with a room, everyone with the link plays in one room until it is full, so a group you invite plays together, apart from strangers.
  • A game jam or a community you are part of. Post the link where you already talk about games, such as a jam’s page or a group you belong to. A player clicks and plays, with no download to ask of them.
  • The store, once the game is public. The store lists every public game. Publishing says how a game goes on it.
  • People who send players. A creator code pays the person who sends players to your game a share of each purchase they bring, and your bonus, up to 20 percent of net, lets you offer more, as Creator codes says.

What you can see about your game tells you whether those first players came back.

When people already follow you, send them the link. They play from the post they read, in the browser, with nothing to install. A creator who brings their own players with their own code earns the code’s share on those players too, and other people with an audience earn it on the players they send.

From your game’s first player, the creator portal shows how the game is doing, for the game as a whole and for each published version:

  • Its players, and its sessions with how long they last.
  • How many players came back the next day, and how many the next week.
  • Rounds finished, in a game that has rounds.
  • Purchases, and what you earned from them.

Each number is a total for the game. No number identifies one player, and no minimum count of players or play time hides a number, so a test with ten friends shows its numbers too.

Your coding agent reads the same numbers, because it is signed in with your account. The CLI and the MCP each have a read-only way to read them, as text and as JSON, which Command line and MCP tools describe, so your agent can say how a change you published went with players.

A published game cannot send data of its own to another service, since its page reaches only its own origin and Spawnite’s, as the trust boundary says.

A player enters a creator’s code at checkout, and the code’s owner earns a share of that purchase’s net:

  • 5 percent of net, from Spawnite’s share. It never comes out of your 70 percent of net. For the first three months after Spawnite’s launch, the rate is 10 percent.
  • A bonus of up to 20 percent of net, from your share, on purchases in your game. You set it on your game’s page. It is zero unless you set it.

So a person with an audience earns up to 25 percent of net on a game that offers the full bonus, and up to 30 percent in the first three months.

A game does not take payment outside Spawnite, and does not send players to a payment page elsewhere. A game that does is taken down.