Steam microtransactions without purchasing server
I am implementing microtransactions in my game, following the guide at https://partner.steamgames.com/doc/features/microtransactions/implementation
That guide describes using a purchasing server in between your game and the Steam billing server. I'm wondering if the purchasing server is necessary though, and instead doing the following:
Am I missing something? It seems like the game can make/receive the microtransaction requests without the use of a purchasing server. Any sample code from your implementation would be appreciated!
asked Jun 15 '18 at 11:58 PM in C++ Programming
I've only had a brief read, but I think in principle it would be possible to do this without a server in the middle, although these are a few reasons why it might not be possible or at least not a good idea:
On top of this it may be that you need to whitelist request IPs with Steam (I don't know if this is true), or it may be part of their agreement that you must have a server to handle all requests.
It does add to the work load of releasing, but depending on the level of purchases you're expecting you could setup a server for around $5 a month. You'd need to write something to handle the requests too. There might be something out there already you can just use, but if not then take a look at something like NodeJS and Express which will get you up and running pretty quickly.
answered Jun 16 '18 at 10:49 AM
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