Aleksandr Agapitov, founder of Xsolla
Xsolla / THE WORLD THEY ARE BUILDING

Studios sell direct; Xsolla carries the checkout.

If court rulings keep app stores open to outside links, more of each game's revenue could move to stores the studio controls. Xsolla's own framing is that studios should become owners of their player relationships rather than renters on platforms.

See it taking shape ↓
01 / THE PRODUCTS

The products behind the promise.

Xsolla Pay Station checkout: Apple Pay, card, PayPal and Venmo tiles, a card form and a Pay $3.99 button for a demo item.
Hosted checkout on Xsolla's Payments page; the item is demonstration data.
Pay Station

A player picks a local payment method and pays for an item or a game.

One integration reaches 1,000+ payment methods, with tax, fraud and refunds handled by Xsolla.

JOYCITY

A Korean publisher takes Resident Evil: Survival Unit payments worldwide

Xsolla payment revenue rose 4x and Xsolla's share of the game's revenue rose 3x within about five months; top markets were the US, Hong Kong, Malaysia and Japan.

JOYCITY plugged Xsolla Payments into its existing web shop. Xsolla describes one integration covering 170 countries with local methods, compliance and tax.

What changed? +

The game reached number one in more than 17 countries and passed 6 million downloads. When its web shop launched, JOYCITY needed payment methods for markets where card-based app store payment falls short.

Xsolla's own case page, echoed by a JOYCITY director on stage at Xsolla's Seoul event in May 2026; the figures measure revenue through Xsolla, not the game's total revenue.

Wemade

MIR4 moves payments onto Xsolla and runs a payment-partner promotion

Over 200,000 transactions in two months, 5x daily volume, a $20 average order and a 10 percent rise in conversion; the later promotion lifted total sales 53 percent in 14 days.

Wemade integrated Pay Station, Anti-Fraud and in-game services; later Xsolla proposed a cash-rebate promotion with a payment partner tied to anniversary packages.

What changed? +

Wemade wanted more paying users and revenue for MIR4, which Xsolla describes as having more than 1.4 million players.

Two Xsolla case pages read on 10 October 2026; the numbers are Xsolla's and compare against Wemade's own earlier results for the game.

An in-game store on a phone with a Welcome offer button, next to the web checkout it opens with Apple Pay and Google Pay, under US flag, App Store and Google Play icons.
Xsolla's picture of a US link-out: a button in the game opens a web checkout. Demonstration data.
02 / HOW IT BECOMES REAL

One in-game purchase routed through a studio's own web shop

An illustrative Korean studio runs a mobile RPG with paying players in the United States and Southeast Asia, and wants to sell its gem packs outside the app store without building payments itself.

  1. 01

    Win the studio and scope the integration

    A business development manager shows what a web shop could add and agrees commercial terms. An integration manager then scopes the APIs, login and item catalog the game needs.

  2. 02

    Launch a branded web shop

    The studio pastes its App Store link, imports its items and gets a mobile web shop with regional prices and player login. Xsolla says catalog items can go live within 24 hours.

  3. 03

    Send the player from the game to the shop

    In the United States, a Buy Button inside the game can open the web checkout already signed in. Elsewhere the studio promotes the web shop through its own channels, and creators in Xsolla's Partner Network can bring new players.

  4. 04

    Take the payment as the legal seller

    Pay Station shows local methods such as cards, wallets and Apple Pay. Because Xsolla is the merchant of record, it collects the money, handles sales tax and screens fraud before the item is delivered to the game.

  5. 05

    Bring back payers and earn from non-payers

    LiveOps tools schedule offers and rewards for segments of players. Players who never pay can complete Offerwall quests for in-game currency, which brings advertising income to the studio.

Follow the work, step by step

A sale the studio owns

Xsolla starts from a complaint every mobile game maker knows. On phones, the items players buy inside a game have long had to be sold through Apple's and Google's stores, which take a commission of up to 30 percent and sit between the studio and its players. A studio that wants to sell any other way has to accept cards, wallets and local methods in dozens of countries, charge the right tax, stop fraud and answer refund requests. Xsolla sells all of that as one service. It does not simply pass a payment along: it acts as the merchant of record, the legal seller in each transaction, in more than 200 geographies with more than 1,000 payment methods.

The company began in Perm, Russia. Aleksandr Agapitov registered the 2pay domain on 16 July 2005, the date Xsolla treats as its birthday, and its first product was a payment system called PayStation. An office in Los Angeles opened in 2009 and later became headquarters, and the name changed to Xsolla in 2010. In 2022 the founder described the goal in one line.

What I'm trying to do is like Shopify for video games.

Aleksandr (Shurick) Agapitov · Founder · Bloomberg profile, syndicated by TimesLIVE · 2022-04-19

The belief that sets Xsolla apart is that games are their own commerce problem. Its company page says it builds tools and services exclusively for the video game industry and opens doors for creators and publishers of every size. A game sells many small digital items, often to players in markets where card payment falls short, and it draws constant fraud. A general payment processor leaves those problems with the studio; Xsolla takes them on as the seller, and its SDK pricing page lists 5 percent per transaction with no monthly fee.

Why now: the store walls opened

Mobile was the hard door, and Korea opened it first. On 31 August 2021 its National Assembly passed a law stopping Google and Apple from forcing developers to use their own in-app billing, the first government in the world to do so, and in September Xsolla Korea pitched its web shop to Korean studios as a way to cut a 30 percent store fee to single digits. The decisive change came in the United States. On 30 April 2025 a court barred Apple from blocking links to outside payment, and from 29 October 2025 Google Play games in the US could include external purchase links. Xsolla launched its Buy Button a week after the Apple ruling. The web shops it powers grew from 151 in October 2023 to more than 800 in August 2026.

One purchase, step by step

Take an illustrative Korean studio with a mobile RPG and paying players in the United States and Southeast Asia. The studio pastes its App Store link into Xsolla's tools and gets a branded web shop with local prices; Xsolla says items can go live within 24 hours. In the US, a Buy Button inside the game opens that shop already signed in. A player in Malaysia pays with a local method on Pay Station, and Xsolla collects the money as the seller, screens it for fraud and sends the item to the game. Players who never pay can earn currency through Offerwall quests, and creators in the Partner Network bring in new players for a share of what they sell.

People still make the calls that matter most: prices, which offers reach which players, and how hard to steer players to the web without upsetting platform partners, a worry Korean studios raised at Xsolla's Seoul event in May 2026. Xsolla's answer was that it had seen no platform penalties against its partners in more than 20 years of direct sales, and it advised keeping the in-game link under server control so it can change without an app update.

The model pays off where a store commission is high and a studio has paying players abroad. Xsolla's own example is a $20 purchase that returned $14 through the app store and can return up to $19 through a web link. That gain rests on rules still being argued in court, which the revenue chapter covers.

The 11 Korea-compatible openings sit along this path. Business development and the regional product expert bring studios into direct commerce. Engineers build AdTech and partner web services; developer relations and developer marketing grow a community that can implement them. Communications staff explain the products in Korean and across APAC. Signet reads these duties together as a network around a purchase, rather than unrelated additions to a local office. A candidate can place past work on that network: winning a studio, making an integration reusable, operating a resilient service or showing a credible customer result.

Understand the products and their customers

Four products along one purchase

Pay Station is the core. It is Xsolla's checkout, offered as a hosted page, as components inside a game or headless through the API. Behind it Xsolla works as the merchant of record: it takes the money in more than 130 currencies, handles tax and compliance, runs fraud checks and answers players about refunds and chargebacks around the clock. Its SDK pricing page lists 5 percent per transaction with no monthly fee or minimum volume, and its anti-fraud page adds US$15 for each chargeback dispute.

Web Shop is the product the mobile rule changes created. A studio pastes its App Store link, imports its items and gets a branded, mobile-first store with regional pricing and login. In the US the Buy Button links a player from inside an iOS or Android game to a one-tap checkout. In August 2026 Xsolla folded the shop, LiveOps scheduling, offers, subscriptions and player acquisition into one account and said it powered more than 800 mobile game D2C experiences. Its home page claims most mobile studios lift revenue 10 to 16 percent within months of launch, a vendor claim. Appcharge, Stash, Aghanim and Unity's webshop built with Stripe all sell into the same opening.

Xsolla Ads goes after the players who never pay. It began as Offerwall, a list of quests such as trying another game that rewards players with in-game currency while advertisers pay for the completed actions. In May 2026 Xsolla rebuilt it as Xsolla Ads, with a consent-based player identity across games, opt-in rewards and ad formats, and said it was live with more than 25 partners. Its premise is that more than 90 percent of players never make an in-app purchase. One partner, Tilting Point, reported a 30 percent rise in web shop users and an 8.5 percent rise in paying users after adding Offerwall to its web shop. For a Korean reader the product matters for a practical reason: the Seoul backend and full-stack roles sit in the AdTech team and value offer monetization experience.

Partner Network pays creators to sell games. Publishers search more than 137,000 creators, invite them to campaigns and set the share of each creator-driven sale they will pay, and performance on Twitch and YouTube is tracked automatically. The open Product Owner role, which lists Seoul among 15 locations, describes it as a two-sided marketplace in which publishers and creators each shape the other.

Who has bought it, and what was reported

The clearest Korean case is JOYCITY's Resident Evil: Survival Unit, launched in November 2025. The game reached number one in more than 17 countries, and its web shop needed payment methods for markets where card-based store payment falls short. JOYCITY plugged Xsolla Payments into the existing shop. Xsolla's case page reports a 4x increase in payment revenue through Xsolla and a 3x increase in Xsolla's share of the game's revenue within about five months, with the US, Hong Kong, Malaysia and Japan as top markets. A JOYCITY director repeated the result on stage at Xsolla's Seoul event in May 2026 and named local payment methods as the deciding factor.

Wemade, the other Korean name in Xsolla's case library, moved MIR4 payments onto Pay Station, Anti-Fraud and in-game services; Xsolla reports more than 200,000 transactions in two months, five times the daily volume, a $20 average order and a 10 percent rise in conversion. A later promotion with a payment partner lifted MIR4 sales 53 percent in 14 days. Outside Korea, Ubisoft opened a Growtopia web shop in May 2025 and, by Xsolla's account, recorded 66 percent more web purchases than comparable titles and a 10 percent rise in revenue per paying user.

Reported customer results and what each one measures
CustomerProductReported resultBasis
JOYCITYPaymentsPayment revenue through Xsolla up 4x in about five monthsXsolla case page; customer on stage, May 2026
Wemade (MIR4)Pay Station, Anti-Fraud200,000+ transactions in two months; daily volume 5xXsolla case page
Wemade (MIR4)Payments promotionTotal sales up 53 percent in 14 daysXsolla case page
Ubisoft (Growtopia)Web Shop66 percent more web purchases than comparable titles; ARPPU up 10 percentXsolla case page

How to read these cases

Every number here comes from Xsolla's own case pages or its own events, and each one measures revenue or activity that flowed through Xsolla, not the game's total. They show where the product works, and the seller chose them. The Korean names that recur, Wemade, JOYCITY and KRAFTON, are publishers with global audiences, which is where cross-border payment matters most.

03 / THE EVIDENCE

The story, in numbers.

DATED OBSERVATIONS

Web shops for games powered by Xsolla, as stated in releases

web shops
Web shops for games powered by Xsolla, as stated in releases2023-10-04: 151; 2024-10-22: 400+; 2025-08-13: 600+; 2025-11-04: 700+; 2026-08-12: 800+151Oct 2023400+Oct 2024600+Aug 2025700+Nov 2025800+Aug 2026

Company-stated counts from dated Xsolla releases. The 2023 figure counts Xsolla Web Shops in its mobile games business; later figures say 'over' a round number, and the 2026 figure counts mobile game D2C experiences. These are dated disclosures, not a continuous growth record.

Figures, dates & basis +
Web shops for games powered by Xsolla, as stated in releases
DateValueBasis
2023-10-04151151 Xsolla Web Shops in the mobile games business.
2024-10-22400+Over 400 successful launches.
2025-08-13600+Over 600 Web Shops launched globally.
2025-11-04700+Over 700 Web Shops launched globally.
2026-08-12800+Over 800 mobile game D2C experiences.

Xsolla

Buy Button for mobile games

Launched a week after the April 30, 2025 US ruling that stopped Apple from blocking external payment links.

Over $10B processed

Xsolla states over $10B in total payments processed and 1,500+ game developers.

Web Shop becomes an ecosystem

Web Shop, LiveOps, offers and acquisition tools move under one account, powering over 800 mobile game D2C experiences.

Read the growth story

Paid by the transaction

Xsolla makes money when games sell. Because it is the legal seller, the player's payment comes to Xsolla first; it keeps a fee and passes the rest to the studio. Its SDK page lists 5 percent per transaction with no monthly fee or minimum volume, and its anti-fraud page says protection comes with the 5 percent fee and charges US$15 per chargeback dispute. Advertising through Xsolla Ads and creator campaigns through Partner Network add other lines on top of payments.

Growth therefore follows volume. Each purchase that moves from an app store to a studio's web shop is new volume for Xsolla, each new local payment method can lift conversion in a market, and each extra product sold into the same studio raises revenue per customer. Xsolla's own industry report in July 2026 argued that the shift is now structural, citing 26 percent growth in US direct-to-consumer revenue in 2025 while overall mobile game revenue grew 0.2 percent; those are industry figures it cites, not its own results.

This is no longer a theoretical shift. What we are seeing is the emergence of a new commercial baseline for the industry. The combination of regulatory change, infrastructure maturity, and publisher adoption has moved direct-to-consumer from an edge case to a core growth driver.

Chris Hewish · President · Xsolla release on its direct-to-consumer industry report · 2026-07-15

The dated numbers and what each one measures

Xsolla is a private company, so its revenue figures are old and come from founder interviews. A May 2021 report put 2020 revenue at $67 million, up 75 percent, with EBITDA of $33 million. An April 2022 profile said the company brought in nearly $100 million in 2021, with growth then at 25 percent and a goal of 40 percent. The same profile said two banks had estimated in 2021 that Xsolla could seek a valuation of as much as $3B if it went public; that was an estimate for a possible listing, not a price anyone paid. The newer figures are the company's own and measure activity rather than revenue: more than $10B in payments processed over its history, more than 70 percent of the top 100 highest-grossing games as users, more than 800 mobile web shops and 1,079 full-time employees.

Xsolla's numbers and what each one measures
NumberWhat it measuresDateBasis
$67MRevenue in 2020, up 75 percent2020Press report of a founder interview
nearly $100MRevenue in 20212021Press profile
$3BBanks' estimate of a possible valuation if Xsolla listed2021Press report; an estimate, not a transaction
$10B+All payments processed since founding2026-03-09Company figure
70%+Share of the top 100 highest-grossing games using Xsolla2026-08-25Company figure
800+Mobile game D2C experiences powered2026-08-12Company figure
1,079Full-time employees2026-10-10Company page

Rivals and position

Xsolla is the oldest and broadest name in a crowded field. When Unity and Stripe entered webshops in October 2025, trade coverage listed Epic, Xsolla, Appcharge, FastSpring and Stash in the same race. Appcharge raised a $58M Series B in August 2025 and said it processed more than $500M in transactions for more than 100 games, with Smilegate Investment among its existing investors. Aghanim was founded in 2024 by three former Xsolla leaders, including a former CEO. Xsolla's position rests on scope: payments in more than 200 geographies plus web shops, ads, creator marketing, funding and LiveOps from one vendor, and a client list it says covers most of the top-grossing games.

Three risks

The first risk is the rules the business stands on. In August 2026 Apple proposed fees of up to 15 percent on purchases made through links outside its store, and in June 2026 the US Supreme Court agreed to hear Apple's appeal of the contempt ruling in the Epic case; on Android, whether Google may charge on link-out sales was still open in July 2026. Higher fees would shrink the saving web shops sell. The second is competition from rivals that are well funded and, in two cases, tied to former Xsolla leaders.

The third is governance. Beyond the 2021 layoffs, Bloomberg reported in August 2024 that six former executives had sued Xsolla or its founder since 2019, two of them raising concerns about the company's financial practices or the founder's use of company cash; the then president called the documents inaccurate, and some suits have been settled or dismissed. Xsolla also liquidated its Russian holding company in 2022, yet its company page still lists an office in Perm.

Two habits help in an interview. Say payments processed, not revenue, when you cite $10B, and ask what take rate applies to the deals your role would touch. Ask, too, how the team plans for a world in which Apple or Google charge a fee on link-out purchases.

04 / THE PEOPLE

Someone saw it first.

Aleksandr Agapitov, founder of Xsolla
Founder; described as founder and CEO in January 2026

Aleksandr (Shurick) Agapitov

Agapitov registered the 2pay domain in Perm, Russia on 16 July 2005, the date Xsolla counts as its birthday, and renamed the company Xsolla in 2010. He stepped back as CEO in February 2022, after the 2021 layoffs, and returned as founder and CEO in February 2024.

The choice behind the company +

He built the company as the seller of record for games, which he described in 2022 as being like Shopify for video games.

Chris Hewish, President of Xsolla
President

Chris Hewish

Hewish was interim CEO in 2023, moved to chief strategy officer when Agapitov returned in February 2024, and is titled President in Xsolla releases from August 2025. He speaks for the company on platform rules and published a book, Durable Advantage, in August 2026.

The choice behind the company +

He frames Xsolla's 2026 push as moving from a checkout page to a full set of tools that let studios own their player relationships.

Juyeon Lee, Senior Vice President, APAC at Xsolla
Senior Vice President, APAC

Juyeon Lee (이주연)

Lee rejoined Xsolla in early 2025 as Head of APAC after working at Nexon, Netmarble and Garena, according to a June 2025 Xsolla release; a June 2026 interview says she first joined Xsolla in 2016. The APAC division covers Korea, Japan, Southeast Asia, India, Australia and New Zealand.

The choice behind the company +

She set a goal in June 2026 to triple the number of Korean partner game companies within three years, with a focus on mid-size and indie studios.

“What I'm trying to do is like Shopify for video games.”

Aleksandr (Shurick) Agapitov · Bloomberg profile, syndicated by TimesLIVE · 2022-04-19
The decisions behind the company

A founder who left and came back

Aleksandr Agapitov, known as Shurick, founded the company in Perm as 2pay in 2005 and renamed it Xsolla in 2010; a 2022 profile described him as owning all of it. His style has shaped the company's reputation. In August 2021 Xsolla laid off about 150 people, roughly a third of its staff and mostly in Perm, after a rating built from employees' activity in work tools flagged them as unengaged, and his message to them and a profane public post drew wide criticism. In February 2022 the chief technology officer, Konstantin Golubitsky, replaced him as CEO, while Agapitov stayed as owner and chairman.

The CEO seat kept moving. Chris Hewish became the public face as interim CEO and president, and in February 2024 Agapitov returned as founder and CEO, with Hewish moving to chief strategy officer and David Stelzer, formerly of Epic Games, joining as president. Golubitsky went on to co-found Aghanim, a direct-to-consumer rival, and Stelzer left to become chief strategy officer at Appcharge, another rival, in October 2025. Hewish has been titled President in Xsolla's releases since August 2025, and a January 2026 report on a separate company Agapitov chairs described him as Xsolla's founder and CEO. On Xsolla's own leadership page, Agapitov is listed as Founder and Hewish as President.

There are two kinds of game companies, renters and owners. Renters build good games and distribute through platforms they do not control, measuring success through downloads and launch rankings. Owners govern their own player relationships, commerce, and data, and turn those advantages into value that compounds over time.

Chris Hewish · President · Xsolla release on his book Durable Advantage, gamescom 2026 · 2026-08-26

The people who matter for a Korea role

Hewish is the company's public voice in 2025 and 2026. He argues Xsolla's case on app store fees, presents its direct-to-consumer data and wrote the August 2026 book Durable Advantage. For a Seoul hire the closer leader is Juyeon Lee (이주연), listed on the leadership page as Senior Vice President, APAC. A June 2025 Xsolla release says she rejoined that year as Head of APAC after working at Nexon, Netmarble and Garena, overseeing operations, marketing and organizational strategy for a region that covers Korea, Japan, Southeast Asia, India, Australia and New Zealand; a June 2026 interview says she first joined Xsolla in 2016. She speaks for the region in Korean media, at G-STAR in November 2025 and at Xsolla Connect Seoul in May 2026.

Korea has had its own leaders before her. Korean press named 이주찬 as head of Xsolla Korea in 2021, when the Korea office handled partner support for all of Asia, and 박미란 as Korea head in October 2024, when she described the Seoul branch as Xsolla's APAC headquarters. Japan received its own head, Hidetaka Kokubu, in September 2025, and Lee was quoted in that announcement as the APAC senior vice president.

How Xsolla says it works and hires

Xsolla's own pages repeat three ideas. Its mission line is to bring opportunities together and keep making new resources available to creators. Its company page says it builds tools exclusively for the video game industry and opens doors for creators, developers and publishers of all sizes. And its 2026 hiring says it is going all-in on becoming an AI-first company, matched by an AI toolkit released in August 2026 that lets AI coding tools set up Xsolla payments and web shops. On hiring practice, the Seoul-listed public relations posting describes a career roadmap each employee builds with their manager, and the developer relations postings say background checks follow the final interview where the law permits.

Two facts sit side by side. Xsolla has kept widening its products and its claimed reach through repeated leadership changes, and several of its former leaders now run or advise rivals. A candidate should expect a founder-led company whose president is its public voice, and should ask in interviews who sets APAC priorities and how decisions move between Los Angeles and Seoul.

05 / THE NEXT CHAPTER

Grow Korea's partner studios and build the APAC developer and AdTech base from Seoul

The postings ask for winning Korean studios and publishers, taking their integrations live, training sales on monetization products, building AdTech and partner web services in Go and React, growing the APAC developer community and localizing Xsolla's story for Korean and regional media.

APAC region including Korea; quoted as APAC senior vice president in the September 2025 Japan head announcement

Juyeon Lee (이주연)

Senior Vice President, APAC

Developer relations and developer marketing, APAC-wide and remote: 4 open roles
  • Developer Relations Director - APAC
  • Developer Evangelist - Community (APAC)
  • Developer Evangelist - Integrations (APAC)
  • Developer Marketing Manager - APAC
Korean partners: business development and product enablement, 2 openings
  • Sr. Business Development Manager, Korea
  • Regional Product Expert - APAC
Engineering in Seoul, AdTech and partner web services: 3 open roles
  • Tech lead, Korea
  • Senior Backend Engineer - Korea
  • Senior Full-stack Engineer - Korea
Marketing communications and public relations: 2 open roles
  • Marketing Communications Manager, APAC
  • Public Relations Manager, APAC / Japan

Team view follows the official leadership page and the duties of 11 Korea-compatible openings checked on 10 October 2026. The groups describe hiring needs, rather than employee counts or reporting lines.

Why Korea? Why now?+

The sources point to three reasons. First, Korean publishers sell worldwide and need payment that works abroad: JOYCITY's top markets through Xsolla were the US, Hong Kong, Malaysia and Japan, and Wemade moved MIR4's payments onto Pay Station. Korea was also Xsolla's first door into Asia; its timeline dates the Seoul office to 2015, and in 2024 the Korea head called Korea the market producing the largest revenue and results in APAC. Second, Korea moved first on app store rules: its 2021 law was the first anywhere to stop Google and Apple forcing their own billing, and Xsolla Korea pitched web shops to Korean studios the next month. Third, the 2025 US rulings let Korean mobile publishers selling in America link players to a web checkout, and in 2026 the APAC leader set a goal of tripling Korean partner game companies within three years, focusing on mid-size and indie studios.

Seoul office opens

Xsolla's timeline records the Seoul office as its entry into the Asian game market; Korean press dates the branch to 2014.

A yearly G-STAR business booth

Korean press says Xsolla has set up a business booth at G-STAR in Busan every year since 2016.

Korea office supports partners across Asia

Xsolla Korea, then led by 이주찬, handles partner support for the whole Asia region.

Web shop pitched after the in-app payment law

Weeks after Korea's law against forced in-app billing, Xsolla Korea offers studios a web shop at single-digit cost instead of a 30 percent fee.

Seoul described as APAC headquarters

Korea head 박미란 says the Seoul branch manages business across Asia and Oceania and Korea leads APAC in revenue.

Memorandum with Busan City

Xsolla, Busan City and BDAN sign a memorandum that plans an Xsolla APAC headquarters and a developer talent center in Busan.

Juyeon Lee leads APAC

A Seoul-datelined Xsolla release names Juyeon Lee, who rejoined that year, as Head of APAC.

Xsolla Connect Seoul 2026

Xsolla holds its Seoul conference on web shops and D2C, with JOYCITY presenting its results.

Understand the Korea opportunity

Seoul was the door to Asia

Xsolla's company timeline dates its Seoul office to 2015 and calls it the company's entry into the Asian game market; a 2024 Korean interview gave 2014, and the branch marked its 12th year in 2026. It started small. When the founder cut jobs in August 2021, he said two of the 12 people in the South Korean office were among them. In 2021 Xsolla Korea handled partner support for all of Asia, and by October 2024 its then Korea head, 박미란, described the Seoul branch as the APAC headquarters managing the business across Asia and Oceania. Today the office sits on Teheran-ro in Gangnam, near Seolleung, and the APAC senior vice president, Juyeon Lee (이주연), speaks for the region in Korea.

Korea is the market producing the largest revenue and results in APAC.

박미란 · Head of Xsolla Korea at the time · Interview at Tokyo Game Show 2024, published in Korean; English rendering by Signet · 2024-10-15

Why Korea, and why now

Three reasons run through the sources. Korean publishers sell worldwide, and cross-border payment is what Xsolla sells: JOYCITY's top markets through Xsolla were the US, Hong Kong, Malaysia and Japan, and Wemade moved MIR4's payments onto Xsolla. Korea also changed the rules early. Its 2021 law was the first anywhere to stop Google and Apple forcing their own billing, and Xsolla Korea pitched its web shop to Korean studios the following month as a way to cut a 30 percent fee to single digits. Now the US rulings of 2025 let Korean mobile publishers selling in America link players straight to a web checkout, the message Lee carried to G-STAR in Busan in November 2025 and to Xsolla Connect Seoul in May 2026.

The Korean names in the sources are publishers with global audiences. Wemade and JOYCITY have published results on Xsolla. KRAFTON showed Dark and Darker Mobile with Xsolla's Web Shop and Mall at Gamescom 2024 and opened an Abyss of Dungeons web shop in June 2025. Com2uS Platform agreed in November 2024 to bring Xsolla payments into its Hive backend, and NCSOFT launched LIMIT ZERO BREAKERS with Xsolla at Tokyo Game Show 2025. Lee has said a mid-size Korean mobile company moved 35 percent of its revenue to a web shop within six months and saved about 1.5 billion won a year in store fees. Her stated goal is to triple the number of Korean partner game companies in three years, mainly mid-size and indie studios.

What the 11 Korea-compatible openings add up to

On 10 October 2026 the official board offered 11 openings compatible with work from Korea. Four build the APAC developer community and reusable integration examples: a director, two developer evangelists and a developer marketing manager. Two directly serve Korean partners: the senior business development manager and the regional product expert for monetization. Three Seoul engineering seats were posted in September 2026: senior backend and full-stack engineers in AdTech, and a tech lead who serves Korean partners while managing engineers in other regions. The communications manager covers Korea, Australia and Southeast Asia; the PR manager covers APAC and Japan with regional remote work permitted. Read the scope alongside the title. A developer community seat is regional, the AdTech work is a production engineering commitment, and product enablement supports deals while carrying field feedback back to the product organization. These are distinct contributions to the same direct commerce strategy.

Signet reads the regional scope through the actual work. Xsolla publishes an APAC senior leader, Seoul AdTech openings and a tech lead managing engineers across regions. It also coordinates products through teams working across countries, and several postings permit regional remote work. The 2024 Busan memorandum describes a planned APAC headquarters. Candidates can use these distinctions to ask which customer decisions sit locally and which require coordination with a product team, and to explain how they have made such coordination work.

Choose by the work and its operating demands. Partner-facing seats need relationships with Korean studios and fluency in payments and monetization; engineering seats need production experience and, for the tech lead, people management across regions. Developer relations needs a public technical presence and travel. Bring a case that shows what you did, how another team used the result and how you checked it. Signet would use the interview to connect those contributions to the direct channel: a signed partnership, a reliable release, an integration example developers can reuse or a campaign tied to active adoption.

KOREA OPEN ROLES

13 open roles in Korea

Current Signet catalog · 2026-10-19

FOR YOU

Choose a role by its regional scope, production duties and travel conditions.

Engineering · AI

Developer Evangelist - Community (APAC)

Seoul, South Korea / Tokyo / Mumbai, India / Singapore / Sydney, Australia / Kuala Lumpur / Thailand

Posting checked

The work
Run technical content and events for game developers.
Who fits
Around three to five years in developer advocacy or community management, ideally in gaming.
Keep in mind
Regional remote work; partner visits and events require travel.
Engineering · AI

Developer Evangelist - Integrations (APAC)

Seoul, South Korea / Tokyo / Mumbai, India / Singapore / Sydney, Australia / Kuala Lumpur / Thailand

Posting checked

The work
Deliver integration workshops, sample code and reusable partner implementations.
Who fits
Has 3-5 years in developer advocacy, solutions engineering, or technical evangelism.
Keep in mind
Regional remote work with partner and conference travel.
Marketing · Content

Developer Marketing Manager - APAC

Seoul, South Korea / Tokyo / Kuala Lumpur

Posting checked

The work
Run regional developer campaigns and turn programs into active integrations.
Who fits
Comes with three to five years of marketing background, ideally through developer relations work, B2B tech marketing, or the gaming sector.
Keep in mind
APAC scope includes regional events and community travel.
See all 13 roles
Engineering · AI

Developer Relations Director - APAC

Seoul, South Korea / Tokyo / Mumbai, India / Singapore / Sydney, Australia / Kuala Lumpur / Thailand

Posting checked

The work
Lead APAC evangelists, reusable integrations and developer outreach.
Who fits
5+ years in developer relations, developer advocacy, or technical evangelism, with 2+ years in a leadership role.
Keep in mind
Works with the VP of Developer Relations on regional performance.
Finance · Legal

Integration Manager (Seoul, Korea)

Seoul

Posting checked

The work
Supports game companies' Xsolla integration through technical demos and troubleshooting.
Who fits
Bring 3+ years working in technical integration, solutions engineering, or another client-facing technical role.
Keep in mind
Read the role details for the full responsibilities and requirements.
Marketing · Content

Marketing Communications Manager, APAC

Seoul, South Korea

Posting checked

The work
Localize content and run campaigns in Korea, Australia and Southeast Asia.
Who fits
Holds a bachelor's degree in marketing, communications, or a related field.
Keep in mind
Regional and headquarters travel; works within headquarters brand guidelines.
Product

Product Owner, Xsolla Partner Network

Remote / Remote / Canada / Kuala Lumpur / Baku / Barcelona / Berlin, Germany / Tokyo / Sydney, Australia / Seoul, South Korea / Poland / Netherlands / Cyprus / France / Lisbon / London, United Kingdom

Posting checked

The work
Shape and ship a product that connects game publishers and creators.
Who fits
At least 3 years in product management or product ownership, shipping software with a dedicated engineering team.
Keep in mind
Read the role details for the full responsibilities and requirements.
Marketing · Content

Public Relations Manager, APAC / Japan

Seoul, South Korea / Tokyo

Posting checked

The work
Build APAC media relationships and plan regional PR campaigns.
Who fits
Holds a degree in marketing, advertising, communications, or a related field.
Keep in mind
APAC remote work permitted; reports to the VP of Global Public Relations.
Product

Regional Product Expert - APAC

Seoul, South Korea

Posting checked

The work
Equip sales, support monetization deals and carry field feedback to product teams.
Who fits
Has spent 5 or more years in product management, technical account management, or presales engineering type roles.
Keep in mind
Onsite in Seoul; serves PC and mobile monetization products.
Engineering · AI

Senior Backend Engineer - Korea

Seoul, South Korea

Posting checked

The work
Build Go backend services and operate event-driven systems in production.
Who fits
Has 5 plus years of backend development experience in Go or a similar language.
Keep in mind
AdTech team; includes on-call rotation and incident response.
Engineering · AI

Senior Full-stack Engineer - Korea

Seoul, South Korea

Posting checked

The work
Build React interfaces and Go backend services through production release.
Who fits
Has 5+ years of full-stack development experience.
Keep in mind
AdTech team; production monitoring and on-call are part of the work.
GTM · Sales · BD

Sr. Business Development Manager, Korea

Seoul, South Korea

Posting checked

The work
Win Korean studio partnerships and negotiate complex deals.
Who fits
8 to 10 years in BD, with 5+ in payments or games and a Korean studio network.
Keep in mind
Travel within Korea and internationally, up to 30%.
Engineering · AI

Tech lead, Korea

Seoul, South Korea

Posting checked

The work
Build partner web services and manage engineers across regions.
Who fits
10+ years in engineering and 3+ years of engineering management.
Keep in mind
Combines hands-on delivery, partner meetings and distributed people management.
07 / NOW & NEXT

The next scene is taking shape.

Offerwall becomes Xsolla Ads

Xsolla announced Xsolla Ads, a player-powered growth platform with consent-based identity and opt-in rewards, live with more than 25 partners.

Web Shop turns into a full D2C ecosystem

Web Shop, LiveOps, offers, subscriptions and player acquisition now sit under one Mobile Games Account, powering over 800 mobile game D2C experiences.

Citi ThankYou Points accepted at Xsolla checkout

Eligible Citi Mastercard holders can redeem ThankYou Points toward games through Xsolla's checkout, using Mastercard's redemption technology.

More context on what comes next

From a checkout to a commerce stack

Read against the bet, the last year shows Xsolla widening from payments into everything around a direct sale. In May 2026 it turned Offerwall into Xsolla Ads, live with more than 25 partners. In August it released an AI toolkit that lets coding assistants set up its payments and web shops, folded its Web Shop, LiveOps, offers and acquisition tools into one account powering over 800 mobile game D2C experiences, opened a closed test of backend services with AccelByte and signed a five-year exclusive commerce partnership with the Global Esports Federation. In October Citi cardholders gained the option to pay for games at Xsolla's checkout with ThankYou Points.

A checkout page on its own was never enough. Studios needed the acquisition, engagement, and live-operations tools around it to increase monetization opportunities and player retention, which most could not build on their own.

Chris Hewish · President · Xsolla release on the Web Shop ecosystem for mobile games · 2026-08-12

The rules under link-outs

The legal ground is still moving. In August 2026 Apple proposed to charge 15 percent on standard purchases made through outside links, 10 percent for certain programs and renewals and 5 percent for small businesses; Epic called the fees far outside the bounds the appeals court had set. On 30 June 2026 the Supreme Court agreed to hear Apple's appeal of the contempt finding, and on Android the question of link-out fees was still open when Google and Epic withdrew their settlement in July 2026.

What to watch over the next year

  • Where the courts set Apple's link-out fee, and whether Google charges one: both decide how much a web shop saves.
  • Whether Xsolla Ads shows named studio results beyond its launch partners, since Seoul's AdTech engineers will build it.
  • Progress on the goal of tripling Korean partner studios in three years, starting with G-STAR at BEXCO in Busan from 19 to 21 November 2026.
  • A separate blank-check company chaired by the founder raised $200M on Nasdaq in January 2026 to buy a business valued at $500M to $1B; it is not Xsolla itself, which is worth knowing when headlines pair Xsolla with Nasdaq.

Their future. Your next chapter.

Find your part ↑

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Research reviewed 2026-10-10

A LITTLE MORE CONTEXT

Understanding Xsolla.

What does Xsolla do?

Most money in games is spent on items inside the game, and on phones that money usually passes through an app store that keeps up to 30 percent. Xsolla sells the payment, tax and fraud machinery a studio needs to sell on its own web shop instead, and it stands in the transaction as the merchant of record in more than 200 geographies.

What is the opportunity in Korea?

The postings ask for winning Korean studios and publishers, taking their integrations live, training sales on monetization products, building AdTech and partner web services in Go and React, growing the APAC developer community and localizing Xsolla's story for Korean and regional media.

Are these confirmed job openings?

Employer postings were checked on 2026-10-10. Availability can change. Mock applications request a review from Signet.

How can I explore the company in more depth?

Follow the company from its vision through products, evidence and people to the Korea team and current roles. Use the table of contents to move within the page, and expand the sections for more context.

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