Consumables, one-time unlocks and subscriptions — what each product type is up against, and the studios running them on IAPGUARD today.
The highest-fraud category there is, by far - and the one your game balance depends on.
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.
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.
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.

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.
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.

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