Merchant of Record for Game Payments: What It Is and Why It Matters for Studios
As game studios take more control over how they sell to players, the merchant of record model is becoming one of the most practical decisions in the payment stack, and one of the least understood

Key Takeaways
- A Merchant of Record (MoR) is the legal entity responsible for a transaction: collecting payment, remitting taxes, and absorbing chargeback liability.
- For game studios selling digital goods internationally, the MoR model offloads one of the most operationally painful parts of running a live game, without requiring a payments team.
- Most MoR platforms were built for SaaS or software. Studios evaluating this model should look specifically for game-native integrations, genuine local payment coverage, and chargeback protection that actually holds up.
- Tebex is a gaming-focused MoR that has processed over $1.5 billion in game transactions across 14+ years, serving studios and server operators from indie creators to Take-Two Interactive.
- This article explains what the MoR model involves, what to look for in a gaming-specific provider, and how Tebex approaches the problem.
The Tax Bill Nobody Plans For
Picture this: your studio just had its best revenue month ever. And then an email arrives from a European tax authority you have never heard of. A VAT obligation, for a jurisdiction you did not know you had exposure in.
That bill is yours to pay - unless you have already transferred that obligation to someone else.
It is an increasingly common scenario. As of 2026, scores of countries have enacted digital services taxes or VAT and GST obligations on cross-border sales of digital goods. If your game has players in Germany, Brazil, and Australia - and it very likely does - you potentially have tax obligations in all three, even if you are a two-person studio. That is not a technicality you can quietly ignore.
The merchant of record model exists precisely to solve this. Understanding what it actually does, and what to look for in a provider, is one of the more useful decisions a studio can make before it becomes urgent.
What a Merchant of Record Actually Does
A Merchant of Record (MoR) is the legal entity that takes on financial and regulatory responsibility for a transaction - the entity that officially sold something to the buyer. When a studio uses an MoR, the provider becomes the seller on record, which means they own:
- Tax collection and remittance across jurisdictions (VAT, GST, sales tax)
- Chargeback liability when a player disputes a payment with their bank
- Fraud screening and dispute defense
- Regulatory compliance for digital goods sales globally
- Payment processing and payouts back to the studio
The studio stays focused on the game. The MoR handles the paperwork, including the legal exposure.
This is meaningfully different from a payment gateway or a payment service provider. A gateway like Stripe processes the payment but leaves all tax, compliance, and chargeback responsibility with the studio. A PSP does the same. The MoR model is the one arrangement where liability actually transfers.
Why This Matters Specifically for Games
Digital goods and gaming transactions sit in one of the higher-risk categories for payment disputes. Virtual items are intangible, which makes friendly fraud (a player disputing a legitimate purchase) genuinely common. Chargebacks cost merchants an estimated $170 billion annually in 2025, according to Chargebacks911's Cardholder Dispute Index. For a studio without a dedicated finance team, a bad month of disputes can erase meaningful revenue.
Add cross-border tax complexity to that picture. A studio selling a $5 cosmetic to a player in the Netherlands has a different tax obligation than the same sale to a player in Brazil or Japan. Managing that manually - registering in each jurisdiction, filing returns, staying current with regulatory changes - is a full-time job that most studios are not staffed to do.
The MoR model absorbs both of those risks. The studio receives its payout; the provider handles what surrounds it.
How MoR Works Across Game Monetization Models
The MoR structure applies consistently across how studios actually make money from games:
- Storefront purchases and DLC: A player checks out, the MoR collects payment, calculates local tax, and processes the transaction. The studio receives a payout.
- Virtual items and microtransactions: Lightweight checkouts embedded in-game or on a webstore, with the MoR handling currency conversion and local payment preferences automatically.
- Subscriptions: Recurring billing managed with smart retry logic for failed payments. The MoR handles renewals, failed payment recovery, and cancellations.
- In-game purchases via plugins: Official integrations for platforms like Minecraft or FiveM trigger automated item delivery the moment payment clears, no manual fulfilment needed.
Most MoR providers were not built for games, and that shows in the product.
A platform focused on SaaS or software will not have game server plugins, might not understand virtual item delivery in a game environment, and will not offer the in-game checkout experience players expect. Evaluating a provider on generic compliance credentials alone misses most of what actually matters.
MoR vs. Alternatives: A Practical Comparison
How Tebex Approaches the MoR Model for Games
Tebex has operated specifically in gaming monetization for over 14 years, starting with private server infrastructure for Minecraft and GTA communities and expanding into direct partnerships with studios and publishers over the last few years. The platform has processed over $1.5 billion in gaming transactions and works with organisations from independent server operators to major publishers.
Its MoR model covers the full scope: tax collection and remittance, fraud protection, chargeback handling, and compliance across markets. A studio that would otherwise need to register for VAT in Germany, GST in Australia, and a growing list of other jurisdictions gets that handled as part of the service.
A few things distinguish it from more generic providers:
- Transparent, flat pricing: Tebex charges a flat 5% fee with no hidden gateway costs layered on top and no chargeback fees passed back to the studio. If a dispute is lost, Tebex absorbs the cost.
- Owned payment infrastructure: Tebex manages its own payment rails rather than routing everything through a third-party provider. This means it supports 130+ genuinely distinct local payment methods (iDEAL in the Netherlands, Pix in Brazil, regional wallets across Asia and Latin America) and can onboard additional methods for partners entering new markets, typically within a few months.
- Smart routing: Transactions are routed through different providers based on purchase type and geography to achieve the lowest possible processing fee. A one-off purchase and a subscription in the same market may route differently, and the studio does not need to manage that logic.
- Game-native integrations: Official plugins for Minecraft, FiveM, Rust, and other platforms trigger automated in-game item delivery the moment payment clears. A headless API supports custom integrations for studios that need them. The embedded Tebex.js checkout keeps players in-flow without redirecting them away from the game experience.
- Seller tools built for games: Creator codes, abandoned cart recovery, and timed promotional offers are built into the platform. Hytale, a PC game fully monetized through Tebex, saw creator codes drive roughly 20% of early sales - purchases from players who discovered the game through community influencers rather than paid acquisition.
Conclusion
The merchant of record model is not a new concept. But its stakes for game studios are higher than ever - as more countries enact digital goods taxes, and as players increasingly expect to buy across borders without friction, the operational gap between studios that have solved payments and those that haven't is widening.
The studios that manage this well are rarely the ones with the largest finance teams. They are the ones that made the infrastructure decision early, before it became urgent, and chose a provider that understood games rather than one that adapted a SaaS product to fit.
That distinction shows up quietly: in whether item delivery is automated or manual, in whether a player in Brazil sees a payment method they actually use, in whether a chargeback dispute costs the studio money or nothing at all. Infrastructure that handles those details invisibly is what lets a studio stay focused on the game.
FAQ
What exactly is a Merchant of Record, and how is it different from a payment gateway?
A Merchant of Record is the legal entity responsible for a sale - including tax obligations, chargeback liability, and regulatory compliance. A payment gateway like Stripe processes the transaction but leaves all of that responsibility with the studio. With an MoR, the liability transfers. For studios selling digital goods internationally, that distinction has real financial and operational consequences: the MoR registers in each jurisdiction, files the returns, and absorbs disputed transactions so the studio does not have to.
Who is legally responsible for VAT and sales tax when I use a Merchant of Record?
The MoR is. When Tebex acts as your Merchant of Record, it collects, files, and remits sales tax and VAT across relevant jurisdictions globally. Your studio has no direct tax filing obligation on those transactions, though you should still track reporting and reconcile payouts, and confirm which markets are covered before contracting.
Can I use a gaming MoR for in-game purchases and virtual item delivery, not just web storefronts?
Yes. Tebex offers item delivery for both the official game and often time also official server plugins for Minecraft, FiveM, Rust, and other platforms, as well as a headless API for custom in-game integrations. When a player completes a purchase, item delivery is automated. The embedded Tebex.js checkout can also be integrated directly into a game's UI or launcher without redirecting players to an external page.
Can a Merchant of Record help me avoid app store fees on mobile game purchases?
Yes. Apple and Google charge up to 30% on in-app purchases. By directing players to a mobile-optimized web checkout, studios can bypass those fees for eligible transaction types.


