Skip to content
Docs · Godot SDK

Godot monetization SDK docs

How to install the PowerUp Godot monetization SDK, load a store, take payments on web and mobile, and look after player accounts.

Updated

These are the docs for the PowerUp Godot monetization SDK: one addon that connects a Godot 4 game to PowerUp's store, coin wallet, season passes, quests, rewarded ads and payments. Start with getting started, then read the page for the part you're building. Everything here matches SDK 0.2.0.

What the SDK is

The SDK is plain GDScript. There's no GDExtension, no native module to compile, and nothing in the engine is patched. It was built and tested on Godot 4.7 and runs in web, iOS, Android and desktop exports.

  • One autoload. Enabling the plugin registers PowerUp, with 70 methods and 16 signals. It makes the network calls, keeps the player's token and entitlement cache, and hands your game plain Dictionaries.
  • Three classes. PowerUpStorefront is a ready-made store screen, PowerUpOfferButton is a buy button, and PowerUpDisclosure holds the display rules as static functions you can test without a scene tree.
  • The server decides. Prices, rewards and purchases are settled on PowerUp's servers, so a modified client can't grant itself anything. Your game draws what comes back.

Every call to the server returns a Dictionary with ok. A failure adds error, a message written for you, and code, the thing to branch on. The error codes page lists them all.

How studios get it

The SDK isn't public. There's no public repository and no Asset Library listing. Studios get the addon, a console login and their keys with early access. Your API base URL and keys live in the console under Integrations → SDK, and the code on these pages uses YOUR_PUBLISHABLE_KEY and API_URL in their place.

Where to start

  1. Getting started: install the addon, initialize it, keep the player token, and load your first store.
  2. Storefront and offers: what the store payload holds and how the offer button draws it.
  3. Payments: Stripe on web and desktop, the App Store and Google Play on phones, restores and refunds.
  4. Players and accounts: the age question, transfer and recovery codes, and deleting an account.
  5. The SDK reference lists every method and signal.

If you'd rather build something from start to finish, the guides walk through an in-game shop, a battle pass, rewarded ads and receipt validation in GDScript. For what the engine does beyond the SDK, see Godot monetization with PowerUp.

Not using Godot?

The SDK is a client for PowerUp's REST API, and any engine can call the same API over HTTPS today. It has 185 documented routes. We plan native SDKs for Unity, Unreal, GameMaker, Defold, Cocos Creator and web games, in the order studios ask for them: see which engines we support.

Who runs on it

buggs.io, our own multiplayer game made by the same team, runs on PowerUp. Its Godot client calls the same API and draws its store with the SDK's display rules. Its store and coin wallet, its item collection and the rules for earning each item, online progress from match reports, and player accounts all run on PowerUp. The buggs.io case study shows how it's set up.

Every page in the docs is listed below.

Questions

Is the PowerUp Godot SDK on the Asset Library?

No. The SDK isn't public, and there's no public repository either. Studios get the addon and their keys with early access, and the console shows the API URL and keys under Integrations → SDK.

Which Godot versions does the SDK work with?

Godot 4. It was built and tested on Godot 4.7, it's plain GDScript with nothing to compile, and it runs in web, iOS, Android and desktop exports.

Do I need my own game server?

Not for your store and payments. The store, wallet, ads and checkout all run on PowerUp. What players earn by playing (season pass stars, quest progress, event points and match rewards) comes from a report your game server sends after each online match, with its own server key.

See it running on a real game.

We’ll walk you through the console with buggs.io’s setup.