Why does a profitable studio with two shipped titles and no fraud history get handed a 10% rolling reserve and a 90-day hold? Founders tend to treat the answer as a clerical error by a bank that has never shipped a game. The decision is narrower than that. Underwriting prices a set of behaviors game companies produce more often than furniture retailers do, and most of those behaviors have nothing to do with how the studio is run.
Terms Behind the High Risk Label
High risk is a set of account terms rather than a verdict on the people running the company.
A merchant in that bucket pays a higher discount rate, waits longer for settlement, accepts a reserve held against future disputes, and often signs a personal guarantee. Monthly volume gets a ceiling, and exceeding it triggers a review rather than a congratulation.
Those terms exist because the acquiring bank absorbs the loss when a merchant fails while still holding customer obligations. The reserve is the bank’s estimate of what refunding a month of sales would cost if the company disappeared tomorrow.
A studio processing $400,000 a month under a 10% rolling reserve on a 90-day release has $120,000 of its own revenue parked with the acquirer at steady state, returned on a rolling basis and never available for payroll in the month it was earned. Founders who model the discount rate and ignore the reserve are modeling the smaller number.
Dispute Evidence for Intangible Goods
A furniture retailer answers a dispute with a tracking number and a signature. A studio answers with a server log. Card networks accept the log, but the evidence is weaker in practice, and a cardholder claiming they never received an item is harder to contradict when the item is a set of pixels attached to an account name. The networks run monitoring programs on top of this. Each has a monthly threshold combining a dispute count and a ratio against transaction volume, and a merchant over the line pays a fee on every dispute plus a remediation timeline. Software goods sold in small amounts at high frequency make that ratio easy to breach during one bad month, which is exactly the month the acquirer will be watching.
The iGaming Comparison in Underwriting Files
Underwriting files group merchants by observed behavior, and the file for a free-to-play studio looks a great deal like the file for a regulated operator. Both take many small card transactions from young account holders, both hold balances in virtual currency, and both see spikes that follow promotions rather than seasons.
The providers who build iGaming payment solutions already run identity verification, balance monitoring, and dispute tooling for merchants whose customers hold funds on account, which is the same equipment an underwriter asks a studio to produce. A studio can argue the comparison is unfair. The faster route is answering the questions it raises, since an underwriter with clean answers on virtual currency liability and refund policy usually prices the account closer to ordinary retail.
Purchases Made by Minors
Family accounts create a category of dispute no other retail sector produces at the same rate. A 12-year-old spends $340 across a weekend on a shared card, and the cardholder tells the bank they never approved it, which is frequently accurate.
Regulators treat the mechanics behind those purchases as a consumer protection matter rather than a payments one. European authorities have pushed age restrictions onto loot boxes specifically, and rating bodies now label randomized purchase mechanics on the box. For an underwriter reading a merchant application, a monetization model built on random rewards to a young audience predicts a dispute rate, which is the only part of the debate that shows up in the pricing.
Controls on the studio’s side change that reading. Spending caps per account, a confirmation step on the second purchase of a session, an emailed receipt to the cardholder for every charge, and a refund policy staff can apply without escalation all reduce the volume of disputes that ever reach a bank. Underwriters ask about them because the answers separate a studio that has thought about the problem from one that will discover it at scale.
Secondary Markets and Item Trading
Items that hold resale value convert a game economy into something adjacent to a financial market, and everything that follows is a payments problem. Accounts get traded, items get laundered between accounts, and third-party sites build betting products on top of inventories the studio never intended to be currency.
Valve rewrote Steam’s Code Of Conduct to prohibit commercial activity including gambling, which tells an underwriter two useful things. The platform owner considers the behavior a live risk, and a studio whose items trade at real value inherits some of that exposure through its own checkout. A closed economy with no transferability removes the entire category, and underwriters price accordingly.
Stolen Cards Tested on Instant Delivery
Criminals value instant fulfillment above anything else a storefront offers. A stolen card number is validated by buying something delivered immediately and resold before the real cardholder notices, and the market for those numbers is liquid enough that stolen cards have been worth about $15 each in bulk online.
A studio storefront delivering a key in two seconds is an ideal testing ground, and the studio absorbs the resulting chargebacks while the reseller keeps the proceeds. Providers respond by watching velocity, mismatched geography, and new accounts making immediate high-value purchases. A studio that already runs those controls should say so on the application, in detail, because the alternative is having the reserve priced as if it runs none.
Revenue Concentrated Around a Launch
Underwriters dislike revenue that arrives in a spike and then falls away, because a refund wave can outlast the cash that funded it. A traditional release earns roughly 13% of its first-year revenue in year two. A live-service title reaches around 52%, which is the arithmetic behind every publisher chasing live-service games at once.
That difference matters on a merchant application. A studio with recurring revenue across several titles presents a repayment profile a bank recognizes. A single premium launch in six months presents a company that will hold its largest liability in the same week it holds its largest balance, which is the case reserves were designed for.
Underwriting Evidence Worth Preparing
The classification responds to documents more readily than to arguments. Twelve months of processing history with dispute ratios, a written refund policy with response times, chargeback representment win rates, and a description of how virtual currency balances are accounted for will move a file more than any explanation of why games are different.
The uncomfortable part is that the label is often correct on the numbers and wrong about the company. A studio can be well run, solvent, and still produce the dispute pattern of a merchant in trouble. Treating the reserve as an insult delays the work. The reserve is priced on evidence, and most studios have never been asked to supply any.


