Every player pays the way they trust — on launch day too.
Payment infrastructure built for games. One integration reaches 480+ payment methods across 173 countries and markets, with local pricing, abuse controls and routing tuned for the hours your traffic spikes.
- 480+
- Payment methods on one integration
- 173
- Countries and markets
- 7×24
- Account support
Global gaming revenue breaks at scale, not at launch.
A game earns in dozens of markets at once, in small amounts, from players who decide in seconds. These are the three places that traffic turns into lost revenue.
- 01
What it costs to enter a market
Outside your home market, the method a player reaches for first is often not on your checkout at all — and putting it there usually means another integration and another launch delay.
- Players drop out when their usual wallet is missing
- Card-only checkout underperforms outside the primary market
- Every added region is another integration and another launch delay
- 02
Abuse that scales with volume
High transaction counts in small amounts are exactly what abuse looks for — and generic rules either over-block real players or miss it entirely.
- Stolen cards buy currency that is spent before the chargeback lands
- First-deposit and promo codes are farmed far beyond their intent
- A rising chargeback rate puts the payment account itself at risk
- 03
Declines at peak
Launch day, a patch, a limited event: the hours that matter most are the hours a declined charge costs the most.
- Cross-border attempts decline just as concurrency climbs
- A retry at the wrong moment fails the same way twice
- Declines arrive as a code, with no analysis behind them
Get paid everywhere. Keep abuse out. Stay up under load.
Three capabilities, each one live and documented.
Local payment methods and rates
Let players pay the way they already do, at rates built for small and frequent top-ups.
- 480+ payment methods across 173 countries and markets on one integration
- Wallets, bank transfers, BNPL and cash surfaced by the player's market
- Local methods sit on their own rate tier with no per-transaction flat fee, so a small top-up is not eaten by a fixed charge
480+payment methods portfolio-wide
Abuse and chargeback protection
Stop farmed accounts and stolen cards without blocking real players.
- Signals scored in real time, with the reason for every decision on screen
- Trial, first-deposit and promo-code abuse detected as its own category
- Chargebacks contested with the evidence assembled for you
- Baseline protection
- Risk rules · allow/block lists
- Repeated accounts
- Trial & promo abuse
- AI-token abuse
- Card testing
Advanced rules tuned with your team on top of the defaults.
- Fraudulent disputeLow risk8
- Early fraud warningLow risk6
- Abuse riskLow risk4
Nothing flagged on this payment.
- Chargeback alerts
- Evidence packs
- Representment
Authorization and peak-hour stability
The hours your traffic spikes are the hours routing earns its keep.
- Intelligent routing and multi-MID failover keep a market live when one route degrades
- Smart retries reschedule a failed charge instead of repeating it
- Every decline carries its analysis, per market and per method
05 Do not honorIssuer risk block — retried via local rail · Recovered
3DS abandonedBuyers abandoned the 3DS step — shorten the challenge or pre-authenticate
91 Issuer unavailableTransient issuer outage — the retry queue already picked these up
More in the same account
None of these is another integration — they switch on inside the account you already have.
- CheckoutA prebuilt payment surface for web and in-app alike, so you do not build the top-up modal yourself.
- One-click paymentThe first top-up saves the credential; every later one is a single confirm, with no card number re-entered in game.
- SubscriptionsBattle passes, monthly cards and memberships, with renewals, upgrades and expiry on the subscription engine.
- Retain customersFailed renewals retried and expired cards refreshed automatically, so a player does not drop out mid-season.
- Payment linksGuild top-ups, tournament sponsorships or a one-off correction — send a payable link, no integration.
- VCCPay for user-acquisition campaigns and cloud spend on virtual cards, with a card and a limit per channel.
One integration, every market.
Coverage, conversion and the infrastructure underneath — the three things a studio cannot assemble market by market while shipping a game.
- 480+Payment methods across 173 countries and markets
Coverage on day one
Arrive with the methods and currency players in that market expect, without negotiating a new acquirer or building a separate integration per region.
- Up to 45%Authorization rate uplift
Authorization rates that keep improving
Intelligent routing, multi-MID failover and smart retries turn declines back into revenue, improving authorization rates by up to 45% in Waffo's own illustrative measurement.
- 99.999%Uptime engineering target
Infrastructure that holds at peak
PCI DSS compliant infrastructure run to a 99.999% uptime engineering target, with global licenses behind it. This is an engineering target, not a contractual SLA.
If you are incorporated as a company, or if you are an individual developer.
Two paths, one promise: you build the product, Waffo runs the payments.