Your supporter store lives inside Hytale. Players browse tiers and pick their plan in the game. Only the first card entry uses a secure checkout, and every renewal after that stays in-game.

Fully interactive. Click through the tiers. This is what your players see when they open the store inside Hytale.

Every other gaming-server monetization tool makes your players browse and decide on a web store. Every extra step is a chance to lose them.
Competitors run your players through a 5-to-7 page web funnel (browse, read, compare, add to cart, log in, enter card, confirm) with an abandonment point at every step. Arcalotl keeps browsing and deciding in the game. Players only touch the web once, for the card form itself, on their first purchase. After that, every renewal, upgrade, and dunning flow happens where they already play.
fewer conversions when buyers are sent to a web checkout instead of paying inside the app.
of mobile-web shoppers abandon their cart, versus ~20% inside native apps.
steps in the average web checkout, plus 11.3 form fields. Baymard finds up to 35% conversion recoverable by removing friction.
Plug-and-play Hytale monetization, from zero to your first sale in minutes. No custom server work, no coding, no migration headaches.
Drop the plugin into your Hytale server. It ships with sane defaults, plays nicely with other plugins, and works with vanilla or modded setups.
Name your supporter tiers, set prices, and pick the perks each unlocks. Roles, in-game commands, cosmetics, and XP boosts are all fair game. No config files, no coding.
Your supporter store appears inside Hytale. Players open it, browse tiers, and check out. One secure card entry on first purchase, then every renewal and upgrade stays in-game forever.
Arcalotl runs the full subscription lifecycle on your Hytale server. Renewals, failed-payment recovery, annual upgrade offers, purchase history. Your players never open their browser again.
Cards expire. Banks decline. Payments silently fail. Arcalotl catches every failure the moment it happens, delivers an in-game mail with a direct link to update the card, and keeps perks active during a grace period so nothing breaks mid-session. This is called dunning, and most server tools just don't do it.
Arcalotl watches engagement signals (session count, perk usage, subscription age) and surfaces a discounted annual upgrade at the moment a player is most committed. We call this term optimization. All in the game, one click to accept. If a new card is needed, the same secure checkout handles it in seconds.
Players see every charge, every renewal, every cosmetic they own, all rendered in familiar Hytale UI. Disputes drop. Support tickets drop. Trust goes up. Your staff stops playing receipts librarian.
Every other gaming monetization tool is a web checkout wearing a different logo. Here's what actually differs.
| Feature | Arcalotl | Tebex | CraftingStore | PaymentWall |
|---|---|---|---|---|
| Native in-game store (browse & decide without leaving the game) | ||||
| Repeat purchases one-click in-game (card saved) | ||||
| Automated dunning (failed payment recovery) | ||||
| Cancellation save offers | ||||
| Term optimization (monthlyyearly) | ||||
| Native Hytale UI (no web skin) | ||||
| No monthly fee |
For contextTebex takes 5% of every sale. CraftingStore's Gold tier runs $19.99/month before gateway fees. Arcalotl is $0/month and 2% per sale. On a $1,000/month server, that's roughly $360 saved per year vs Tebex alone. And our revenue recovery typically gives you back around 2× what you pay in fees. See the math
No matter where your players buy or where they chat, roles and perks stay in sync. Grant supporter perks in Hytale and they're reflected on Discord, Stoat, Fluxer, and RootApp, and the other way around. One identity, every platform, always up to date.