Payouts
Paid inside the game, not in a supplier portal. The recipient never leaves your UX.
Creator earnings, mod sales and programme payouts, with much lower practical minimums.
Your platform decides what creators have earned. ZBD brings required checks, supported payout choices and status into one branded flow.
Illustrative flow for an eligible, verified earner. Event-driven payout initiation. Arrival depends on method, market and cut-off times.
Either way, the earner sees the fee before they confirm. Who pays is your setting.
Built around the people your game already owes.
Paid inside the game, not in a supplier portal. The recipient never leaves your UX.
KYC and KYB built in. A cleaner community as a side effect: harder for bad actors to be paid.
Reporting handled, including the US forms most creator programmes dread.
Compared one line at a time, bundled providers look expensive. Compared as a stack, the picture changes.
Required checks stay in the flow. Confirm countries, methods, fees and responsibilities for your programme.
Watch the payout journeyToday
9 steps · 2 companiesSteps counted on the fictional screens shown.
Two companies. Two logins. A supplier-invoice process for a player who built a level.
With ZBD
1 step · inside the gameOne tap. Requested. Still in the game.
Illustrative sequence · counts unverified; not a timing benchmark
Plays once when the journey scrolls into view.
An authored portal-heavy journey. The winding route below is an illustration, not an audited screen map.
First: activation, profile, account security, agreements, a transfer method and destination details. Follow the detour, one action at a time.
Illustrative trace, not a reconstruction of 27 actual screens.
Four proposed payout stages. Required checks vary by programme.
Required checks, presented as part of the experience.
Simulated identity check. No personal information is collected.
Demo only. $18 balance and $0.50 fee are examples, not ZBD terms. No payment is sent. Arrival depends on method.
Illustrative, drawn from a published creator-payout process. Not a matched vendor benchmark and not a measured reduction.
Most contributors never reach a hundred-dollar floor, so they are never paid and drift away. Every hurdle between earning and being paid is a chance to lose them. Paying small amounts, often, inside the game keeps them contributing.
Creators, influencers and eligible winners. Pay the people who create value in your game.
Your brand stays in front. Your team sees what happens next.
Requested ≠ arrived. Bank arrival depends on the method and checks. No live payment is shown.
You keep: earnings rules, funding, your brand, the recipient relationship and your own legal obligations.
Agree before launch: countries, payees, methods, fees, checks, tax, support, reporting and responsibilities. Availability depends on the programme.
Explore the integration →Tradable items, player markets, in-game currencies. Let a permitted slice of your economy change hands and settle inside the game. Built on Embedded Accounts — proposed capability; availability and launch scope to be agreed.
Game economies →You already owe modders and level makers for what they sell. Pay them inside the game, with identity and tax handled by the same integration.
Creator payouts →Streamers, island creators and esports players who drive engagement. One programme, one recipient cohort, one payout journey inside your game.
Programme payouts →An illustrative first-month view. Real balances carry forward, and some earners may stop engaging while they wait; measure that in your own programme.
Payout minimums exist because someone pays per payout. Put your numbers in.
Assumption: the median earner makes % of the average — creator and player earnings are long-tailed.
Illustrative. Your distribution will differ; the threshold effect is what to look for.
Monthly earnings per earner are modelled as lognormal with your mean and median: σ = √(2·ln(mean/median)), μ = ln(median). The share of earners below a threshold T is Φ((ln T − μ)/σ), where Φ is the standard normal CDF, computed with the Abramowitz–Stegun 7.1.26 erf approximation. The median wait is ⌈T / median⌉ months. A blank field shows “—” rather than assuming zero. Small payouts cost money on every method. Changing who pays moves that cost; it doesn't remove it.
A prebuilt flow removes the interface work. Production timing depends on your integration, your compliance review and any migration.
Building it yourself still needs licensing, verification, tax, reconciliation and support allocated to someone. Buying doesn't remove all of it either. Compare what your team retains under each model.
Compare the payment workflow and regulated services ZBD would provide with the work your team would retain.
Review ZBD’s payout flow for your programme. Embedded Accounts is proposed capability; availability and launch scope to be agreed.
Start with the web cash-out flow or API. Confirm the supported route, responsibilities and launch requirements for your stack.
// Unity concept — illustrative, not a released ZBD SDK var zbd = ZbdSdk.Init("sk_test_your_key_here"); await zbd.Payouts.Send(new Payout { PlayerId = creator.Id, Amount = Money.USD(12.00m), Reason = "creator_earnings" }); zbd.Cashout.Open(creator.Id); // illustrative UI, your brand
// Pay out cleared earnings the moment they're earned await zbd.payouts.send({ playerId: creator.id, amount: { value: 12.00, currency: 'USD' }, reason: 'creator_earnings', feePayer: 'player' // or 'publisher' | 'split' }); // Open the in-game cash-out screen zbd.cashout.open({ playerId: creator.id });
# REST — one call per payout (sandbox) curl https://api.zbd.example/v1/payouts \ -H "Authorization: Bearer sk_test_your_key_here" \ -d playerId=plr_8842 \ -d amount=12.00 -d currency=USD \ -d reason=creator_earnings
ZBD provides the agreed regulated payment services, recipient checks and controls for your supported programme. Confirm the licensed entity, countries and responsibilities with the team; your platform retains its own programme obligations.
Ask for our current security and compliance documentation for your evaluation.
Request the trust pack →Proposed capability. Availability and launch scope to be agreed.
A player buys an item. Another player wants it. A permitted trade gives the seller a usable balance and can create a new commission stream for the publisher.
Money in through platform stores, the publisher’s own store and the in-game wallet; money around as players trade and the publisher earns a commission on each pass; money out when a contributor cashes out. The in-game wallet: In-game wallet · Unified ledger · KYC · Compliance and licences.
Illustrative. Retained shares, commission and trade counts are examples, not measured figures. Publisher commission, trade volume and ZBD revenue are three different numbers. The player economy is proposed.
Three adults fund their game accounts. The publisher defines which items may be traded.
0 illustrative trades · $10 per trade
Mira can request her balance
Withdrawal request ≠ money received at a bank.
Three fictional adults fund $100 between them. No trades yet.
Fictional economics: each $10 trade credits $9 to the seller and $1 to the publisher. The 10% commission is illustrative, not a quote. ZBD charges and delivery costs are not modelled. Ten trades is an example, not a requirement before withdrawal. Asset permissions, controls, account eligibility and launch scope must be agreed.
A publisher-controlled marketplace needs its own business rules, product readiness and approved financial model.
Illustrative example: a creator earns $18, shares $6 with a collaborator, and requests withdrawal of the remaining $12. Proposed capability; arrival depends on method.
ZBD Embedded Accounts
Proposed. Players trade with each other; proceeds return to their in-game wallet and are mostly respent. Cash-out is the player’s choice, not the point.
Illustrative flow: money enters an account, an approved transfer moves value between participants, and a withdrawal is requested through a supported payout method.
Transfer types and payout methods depend on the approved programme.
Tell us who you pay, in which countries and by which methods. We’ll work through the fit, economics and first-launch scope with you.
"The Money Layer for Games."
Embedded, licensed financial infrastructure that powers the money lifecycle inside your game and turns it into a driver of engagement, revenue, and loyalty.
Pay the people who make your game better. Inside your game.
Creator earnings, mod sales and programme payouts, with much lower practical minimums.
"Embedded payouts for games" is the category line above the headline. The headline is the promise.