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, hold at peak.
Every capability below is a product page you can open today, not a roadmap item.
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 licences behind it. This is an engineering target, not a contractual SLA.
Companies go live on Waffo. Developers start on Pancake.
Two paths, one promise: you build the product, Waffo runs the payments.