Game currency and top-ups
In-game currency does not sell the way accounts do: the credit goes to one specific profile, and the price depends on the region of the store. Hence the spread that looks suspicious and is in fact explainable.
How crediting actually happens
- By login or profile ID. The most common route: you give the identifier and the currency lands on the account. No password involved.
- By activation code. A string arrives and you enter it in the game. Convenient because a code can be given as a gift.
- Through a third-country store. Cheaper, but it requires changing the region and often breaks purchases already tied to the account.
Why prices differ so much
Publishers hold different price lists per country. The gap between an expensive and a cheap region reaches two or three times, and that gap is what intermediaries live on. The risk is that publishers periodically close the loophole — and the currency you bought burns together with the access.
Where we start
Judging by collected demand, the sensible first launches are the ones whose audience overlaps with account buyers: PUBG UC and Dota 2 in-game purchases. Directions with a younger audience and a small average order are not in the first wave.
What will not be here
- Region-swap schemes that void items you already bought.
- Crediting that needs your password.
- Rates “better than the market” with no explanation of where they come from.
What to check before buying anywhere
Three things settle most of it. Whether the seller needs your password — they should not. Whether the credit lands on your own account or on a shared one you would have to keep using. And whether the purchase survives a region check by the publisher: currency credited through a mismatched region can be rolled back months later, and the refund window will be long gone by then.