Cases

In-app purchases, in shipped games.

Consumables, one-time unlocks and subscriptions — what each product type is up against, and the studios running them on IAPGUARD today.

Consumable products

Currency, boosters, extra lives.

The highest-fraud category there is, by far - and the one your game balance depends on.

Maintain game balance

Keep your game fair and competitive. Verifying consumable products (virtual currency, power-ups, extra lives) means every player earned or paid for what they're holding, and the economy you designed is the economy people play in.

Progression, four players
player a player b patched player d receipt rejected

Drive recurring revenue

Consumables are built to be bought again. When players know their purchases hold their value and can't be cheated around, they're far more willing to keep investing in what you're selling.

The consumable loop
purchase verified spent in game wants more worth buying again

Prevent overconsumption

IAPGUARD tracks the consumption state of each purchase, so a consumable can be claimed exactly once. No duplication, no replaying yesterday's receipt for today's currency — which is what keeps the next purchase necessary.

One receipt, one grant
already consumed — nothing granted txn txn consumption ledger granted · 500 gems
Darts Match Live! in-app store screen
Consumable productsGoogle Play1M+ downloads

Darts Match Live!

A live multiplayer darts game where virtual currency supports the progression loop: exactly the kind of economy that falls apart if purchases can be faked or replayed.

by Motionlab Interactive Ltd · View on Google Play

Non-consumable products

Bought once, and only once.

Ad removal, premium unlocks, full versions: these are one sale per player, so every leaked one is a sale you never make again. With non-consumables each individual user decides whether your app works out financially, and there is no second purchase to fall back on. Handing that one-time unlock to a patcher for free is the most expensive bug you can ship.

Avoid account sharing

Users pass receipts between accounts to get premium content. IAPGUARD links each purchase to a specific user identifier, so a receipt that was added to one account can't be added to another. The second attempt is refused before your app ever sees it.

A receipt belongs to one account
receipt MIIT3w… user a user b bound elsewhere
Bloody Bastards gameplay
Non-consumable productsGoogle Play10M+ downloads

Bloody Bastards

A physics-based medieval fighter at ten million downloads, where a single one-time purchase carries the monetisation — and where a single shared receipt multiplies fast at that scale.

by Tibith · View on Google Play

Subscription products

Every renewal is a purchase that has to be checked.

Verified on our servers, from the first payment onward.

Set a device clock forward and a subscription checked only on the device runs forever. IAPGUARD keeps the current state on our servers and updates it from App Store notification servers in real time — renewals, cancellations and billing problems land whether your app is open or not.

Because you can read that state at any time, you can warn a user about an expiring plan or a failed payment before it lapses, instead of finding out afterwards.

Renewals on server time
may jun jul aug server device clock

Your game could be the next one here.

If you're running IAPGUARD, or are planning to do so, tell us about it.