Games like this
Fortnite
An item shop of skins and emotes, bought with the game’s currency.
Valorant
A store of weapon skins that players keep and show off in every match.
Roblox games
Each game sells its own items for one currency players use across games.
Rocket League
Car bodies, decals and wheels, bought once and used in every mode.
What your players get
1
Browse
Your shop lists the items you’ve published, with their Sparks prices. It
works from the main menu; players don’t need to be in a match.
2
Confirm
The player presses Buy, and Summer shows its own purchase screen. The player
approves or declines there, and Summer takes care of the Sparks, receipts
and refunds. A player can buy several items together as one purchase.
3
Own it
The item appears in the player’s inventory, and your game unlocks it. The
player keeps it after reinstalling, and on every device they play on.
Pick your setup
A shop in your game
Show your published items in your own shop screen, styled like the rest of your game. Your game asks Summer to check out and shows how the purchase went. Some purchases take a moment to confirm, so the shop waits for Summer’s answer rather than guessing.Add a shop. List my items with their Sparks prices and let players buy them.
Unlock what players own
Players can see everything they own in your game’s menus. Their inventory follows them to every device, so the menus unlock from the inventory, not from a single purchase. That way an item bought on a phone is also there on the desktop.Unlock owned items in my menus. Owned items show as unlocked everywhere.
Items that change the match
When an item changes what happens in a match, such as a skin other players see or a character a player picks, your game’s server checks the player’s inventory itself before it accepts. The player’s game asking for the item doesn’t count as proof, so nobody can wear something they haven’t bought.Check ownership on my server. Players can only use items they own, and everyone sees them.
Not sure which fits?
Plan my game's store. Your agent reads your project and proposes what to sell. No code.
Testing it on your machine
Under Local Play the shop and checkout report that they aren’t available, so you test the path where your game hides the shop. Owned items work: give your test players items in your Local Play test users file, and your menus and your server’s ownership check see them. Real purchases need a hosted game.Does this not help you? Reach out on Discord!

