engineering-stripe-game-payments
Use when implementing game payments, in-app purchases, subscriptions, Stripe webhooks, or monetization flows. Triggers: payments, IAP, subscription, Stripe, checkout, webhooks, monetization.
Best use case
engineering-stripe-game-payments is best used when you need a repeatable AI agent workflow instead of a one-off prompt.
Use when implementing game payments, in-app purchases, subscriptions, Stripe webhooks, or monetization flows. Triggers: payments, IAP, subscription, Stripe, checkout, webhooks, monetization.
Teams using engineering-stripe-game-payments should expect a more consistent output, faster repeated execution, less prompt rewriting.
When to use this skill
- You want a reusable workflow that can be run more than once with consistent structure.
When not to use this skill
- You only need a quick one-off answer and do not need a reusable workflow.
- You cannot install or maintain the underlying files, dependencies, or repository context.
Installation
Claude Code / Cursor / Codex
Manual Installation
- Download SKILL.md from GitHub
- Place it in
.claude/skills/stripe-game-payments/SKILL.mdinside your project - Restart your AI agent — it will auto-discover the skill
How engineering-stripe-game-payments Compares
| Feature / Agent | engineering-stripe-game-payments | Standard Approach |
|---|---|---|
| Platform Support | Not specified | Limited / Varies |
| Context Awareness | High | Baseline |
| Installation Complexity | Unknown | N/A |
Frequently Asked Questions
What does this skill do?
Use when implementing game payments, in-app purchases, subscriptions, Stripe webhooks, or monetization flows. Triggers: payments, IAP, subscription, Stripe, checkout, webhooks, monetization.
Where can I find the source code?
You can find the source code on GitHub using the link provided at the top of the page.
SKILL.md Source
# Stripe Game Payments
## Purpose
In-app purchases, subscriptions, consumables, webhooks, idempotency, and fraud prevention for games using Stripe.
## When to Use
Trigger: payments, Stripe, IAP, in-app purchase, subscription, premium, battle pass, virtual currency, webhook, checkout, monetization
## Prerequisites
- `postgres-game-schema` (player accounts, inventory, currency tables)
- `betterauth-integration` (authenticated player sessions)
## Core Principles
> Sid Meier: "A game is a series of interesting decisions." Monetization should enable interesting decisions, not replace them.
1. **Payments are server-side only** — never trust the client with price, quantity, or entitlement logic
2. **Idempotency keys on every mutation** — prevent double-charges on retries or network failures
3. **Webhook-first fulfillment** — deliver purchases via webhook events, not checkout completion callbacks
4. **Two-phase fulfillment** — record the purchase first, then queue reward delivery separately
5. **Support both one-time and recurring** — consumables (currency packs, items) and subscriptions (battle pass, premium membership)
6. **Currency abstraction** — players buy premium currency, then spend it on items; never sell game items directly for real money
7. **Refund handling** — revoke rewards on chargebacks and refunds automatically
8. **Fraud signals** — velocity checks, suspicious purchase patterns, geographic anomalies
## Step-by-Step Instructions
### 1. Install Dependencies
```bash
bun add stripe
```
### 2. Configure Stripe Client
Use `boilerplate/stripe-setup.ts` to initialize the Stripe SDK, sync your product catalog, and link Stripe customers to player accounts.
### 3. Define Product Catalog
Start with `templates/product-catalog.ts` to define your product types (consumable, subscription, currency bundle, cosmetic) and map them to Stripe price IDs and game rewards.
### 4. Create Checkout Sessions
Use `boilerplate/checkout.ts` to create Stripe Checkout sessions for one-time purchases, subscriptions, and premium currency bundles. Always attach player metadata.
### 5. Handle Webhooks
Implement `boilerplate/webhooks.ts` for signature verification, idempotent event processing, and two-phase fulfillment. Route events to typed handlers defined in `templates/webhook-events.ts`.
### 6. Queue Reward Delivery
After recording a purchase, dispatch a fulfillment job via BullMQ (see `bullmq-game-queues`). The worker grants the items, currency, or subscription entitlement.
### 7. Handle Refunds & Chargebacks
Listen for `charge.refunded` and `charge.dispute.*` events. Revoke granted rewards, deduct premium currency, and flag the player account for review.
### 8. Monitor & Audit
Log every payment event with an audit trail. Track fulfillment status (pending, fulfilled, revoked) and alert on anomalies.
## Code Examples
### Creating a checkout for a currency bundle
```typescript
import { createCurrencyBundleCheckout } from './checkout';
const session = await createCurrencyBundleCheckout({
playerId: 'player_123',
priceId: 'price_premium_1000',
quantity: 1,
successUrl: 'https://game.example.com/store/success',
cancelUrl: 'https://game.example.com/store',
});
```
### Creating a subscription checkout
```typescript
import { createSubscriptionCheckout } from './checkout';
const session = await createSubscriptionCheckout({
playerId: 'player_123',
priceId: 'price_battle_pass_monthly',
successUrl: 'https://game.example.com/pass/success',
cancelUrl: 'https://game.example.com/pass',
});
```
### Processing a webhook event
```typescript
import { handleStripeWebhook } from './webhooks';
app.post('/webhooks/stripe', async ({ request }) => {
const sig = request.headers.get('stripe-signature')!;
const body = await request.text();
await handleStripeWebhook(body, sig);
return new Response('ok', { status: 200 });
});
```
See `boilerplate/stripe-setup.ts` for client configuration, `boilerplate/checkout.ts` for session creation, `boilerplate/webhooks.ts` for event handling, and `templates/product-catalog.ts` for product definitions.
## Cross-References
- `betterauth-integration` for authenticated player sessions and Stripe customer linking
- `postgres-game-schema` for purchase records, inventory, and currency tables
- `bullmq-game-queues` for async fulfillment job dispatch and processing
- `game-economy-design` for pricing strategy and currency balance design
## Pitfalls & Anti-Patterns
- **Don't fulfill purchases on checkout completion** — always use webhooks; checkout success redirects can be faked or missed
- **Don't skip idempotency keys** — network retries and webhook replays will cause double-charges or double-grants without them
- **Don't store Stripe API keys in client code** — all payment logic must be server-side only
- **Don't sell game items directly for real money** — use a premium currency layer so you can adjust prices without changing Stripe products
- **Don't ignore chargebacks** — unhandled disputes lead to account bans by Stripe; always revoke rewards and flag accounts
- **Don't couple payment processing with reward delivery** — use two-phase fulfillment so a failed reward grant doesn't block payment recording
- **Don't skip webhook signature verification** — unsigned webhooks can be spoofed to grant free items
- **Don't allow unlimited purchase velocity** — rate-limit purchases per player to detect fraud and prevent accidental overspending
## Designer Philosophy
**Sid Meier:** Monetization should enable interesting decisions, not replace them. A well-designed payment system gives players meaningful choices about how they engage with content. Premium currency buys time, not power. A battle pass rewards engagement, not spending. Fair monetization respects player skill and time investment — the best purchases enhance the experience without gating core gameplay.
## Sources
- [Stripe Official Documentation](https://docs.stripe.com)
- [Stripe Checkout Integration Guide](https://docs.stripe.com/payments/checkout)
- [Stripe Webhooks Best Practices](https://docs.stripe.com/webhooks/best-practices)
- [Stripe Gaming & Digital Goods](https://stripe.com/use-cases/gaming)
- [Stripe Idempotent Requests](https://docs.stripe.com/api/idempotent_requests)
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