Posted: 25 Jan 2017Ever wanted to see which API requests were failing the most? Wanted to debug why a specific user's game didn’t load? See exactly which requests your multiplayer code is making? Or just found yourself wanting a real-time traffic inspector that lets you see exactly what your game is doing?
Posted: 25 Nov 2016Some developers reached out to us and requested that we add support for the Persona.ly offerwall, so we have now integrated this service into PayVault.
Posted: 9 Nov 2016PayVault has just been given a much-needed refresh. We've added support for the most requested providers, iOS, Google Play and Steam, and we've removed the providers that have ceased to be relevant for monetizing a Flash or Mobile game today.
Posted: 6 Sep 2016As many of you have requested, the PlayerIO Unity3D SDK now supports the WebGL build target.
Posted: 29 Jun 2016It's been over a month now since we took over the PlayerIO service, and after listening to your feedback and considerations, we have decided to make the following changes to the pricing model:
Posted: 8 Jun 2016Recently Apple announced that they would only approve apps that fully support IPv6 networks (NAT64/DNS64). Their full announcement: https://developer.apple.com/news/?id=05042016a
Posted: 1 Jun 2016We've resolved the issues with our payment provider, and we are now ready to accept payments from everyone. If your game is not covered by the free plan, please go to your account page and sign up for a premium plan. On the same page you can see which plan would fit your game best, and there are also sample invoices for each plan that shows you the cost breakdown.
Posted: 1 Jun 2016As many of you have requested, we are launching a Service Status page where you can see the current status of the entire platform and the various components, as well as any recent issues.
Posted: 25 May 2016We've just released an updated Unity3D client that removes a dependency on Yahoo's play.yahoo.com site.
Posted: 18 May 2016We know that some developers reported issues when trying to sign up for a premium plan. We are working with our payment provider to resolve all issues and ensure that signups work for everyone.