11 Jun, 2026 | 7 min read

Chargebacks, refunds and fraud on digital game sales

Zara Chechi
Zara Chechi

Digital goods are among the highest-risk products a card can be used to buy. A game key, a bundle of in-game currency or an unlock is delivered instantly, has resale value, and leaves the buyer with something they can keep even after they dispute the charge. That combination makes studios a standing target for chargebacks, where a cardholder asks their bank to reverse a payment, and for outright fraud, where a stolen card is used to buy keys or in-app purchases that are then resold.

The financial sting is that the revenue is rarely just lost at face value. A disputed sale typically costs you the sale amount, a per-dispute fee, and the operational time to fight or absorb it, and industry coverage has put fraud-related losses in online gaming in the billions. Whether you sell through a storefront or your own shop changes who carries that risk, but in both cases it eats into cash you may already have recognised. This guide explains how disputes and refunds actually flow, and how to keep a buffer so they do not catch your runway off guard.

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Why digital game sales attract disputes and fraud

Two distinct problems sit under the same heading. A chargeback is a cardholder disputing a charge with their issuing bank, sometimes legitimately (they did not recognise the transaction) and sometimes as so-called friendly fraud, where they received the goods but claim otherwise. Card fraud is a third party using stolen card details to buy keys or in-game currency, which the real cardholder later disputes once the theft surfaces.

Digital goods are unusually exposed to both. Delivery is instant and irreversible, so by the time a dispute lands the buyer already has the key or the currency. Keys in particular have a liquid resale market, which is exactly why fraudsters buy them in bulk on stolen cards and offload them on grey-market sites. Reporting on the sector has described fraud growing sharply year on year and digital-goods retailers spending a meaningful share of their operating budget on fraud and chargeback management. Treat precise figures as indicative rather than fixed, but the direction is clear: this is a structural cost of selling digital, not a rare event.

On a storefront, the storefront usually owns the dispute

When you sell through a storefront, the mobile app stores, a console storefront or a publisher's storefront, the storefront is generally the merchant of record. It handles the card relationship, decides refunds within its own policy, and absorbs the direct mechanics of a chargeback. That sounds like the storefront carries the risk, but the cost usually finds its way back to you.

The common pattern is a clawback: a refund or chargeback on a sale is deducted from your revenue share, so the proceeds reported in a later statement are net of reversals on earlier sales. Some storefronts also hold a reserve against expected refunds and disputes, releasing it later. Storefront payouts are reported net of taxes and any refunds or chargebacks, which means the headline sales figure you saw at launch is not the cash you keep. If you recognised launch-week sales at gross, a wave of refunds in the following weeks quietly reduces the next payout rather than producing a separate bill.

When you sell direct, the risk lands on you

Run your own shop, sell keys from your site, or take payment through your own processor, and you become the merchant of record. Now a chargeback hits you directly: you lose the sale amount and pay a per-dispute fee that processors commonly set somewhere in the tens to low hundreds per case, regardless of whether you win the dispute. For a low-priced digital item, the fee alone can dwarf the sale.

The more serious risk is your chargeback ratio, the share of your transactions that end in disputes. The major card networks monitor this, and once a merchant crosses a network's threshold they enter a monitoring programme with escalating per-dispute fines, reserve requirements, and ultimately the loss of the ability to take card payments at all. Thresholds and fees vary by network and change over time, so check current figures with your processor, but the principle holds: a fraud spike is not only a cash loss, it can threaten your ability to process payments. Selling direct gives you better margins than a storefront cut, but you take on the full dispute and fraud burden in exchange.

Refund windows undercut revenue you may have counted

Separate from fraud, ordinary refund policies create a timing gap between what you book and what you keep. Many storefronts offer a refund window, for example refunds within a set period and under a usage limit, which is generous to players and good for trust, but it means a portion of launch sales can reverse before the money ever reaches you. A strong launch day is partly provisional until that window closes.

For accounting this is the difference between bookings (what players spent) and recognised revenue (what you can actually count as earned), and reversals reduce the latter after the fact. The practical habit is to treat early sales as partly at risk: avoid spending against a launch number before refund windows and dispute lags have played out, and reconcile each payout against the gross sales it relates to so you can see how much was clawed back. The cash that matters for your runway is the net figure that lands, not the celebratory gross on launch night.

How Altery fits

Disputes and refunds are a timing-and-buffer problem as much as a fraud problem, and that is where an Altery account helps. You can hold a reserve in a dedicated pot, ring-fenced from operating cash, sized to cover expected chargebacks and refunds so a bad week does not draw down payroll or contributor money. Treating that buffer as untouchable until disputes settle keeps your runway honest.

Because you receive storefront payouts into multi-currency accounts and see real-time balances, you can watch what actually lands rather than what you booked, and categorised spend plus balance alerts flag when a payout comes in lighter than expected or when reversals are eating into a pot. Reconciling each storefront payout net of clawbacks against the gross sales behind it becomes a routine check rather than a quarterly surprise. If you run several titles or storefronts, multi-entity management keeps each one's dispute exposure separate. Altery is not a bank and provides general information, not advice.

Frequently asked questions

A refund is something you or the storefront grant voluntarily, usually under a stated refund policy and window. A chargeback is forced: the cardholder asks their issuing bank to reverse the charge, which the bank does directly, and you typically also pay a per-dispute fee whether or not you contest it. Chargebacks are more costly and, if frequent, can put your card processing at risk.

The storefront is usually the merchant of record and handles the dispute mechanics, but the cost generally comes back to you as a clawback deducted from your revenue share, or via a reserve the storefront holds against expected refunds. Payouts are reported net of refunds and chargebacks, so your launch gross is not the cash you ultimately keep.

Game keys are delivered instantly and have a liquid resale market on grey-market sites, so a fraudster can buy them in bulk on a stolen card and sell them quickly before the theft is reported. When the real cardholder disputes the charge, the chargeback lands on whoever was the merchant of record, while the fraudster keeps the resale proceeds.

There is no universal figure; it depends on your sales channels, price points and historical dispute and refund rates. The practical approach is to track what proportion of past payouts was lost to clawbacks and refunds, then ring-fence a reserve sized to that experience plus a margin, holding it separately so it is not spent before disputes settle.

This guide is general information to help game studios and is not financial, tax or legal advice. Altery is not a bank. Check your own circumstances before acting.

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