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For mod and add-on makers

Paid game mods and add-ons, licensed per player.

Where the game's rules allow selling: a key per sale, off on refund.

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Free plan · No credit card · Set up in minutes

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  • .NET
  • Unity games
  • BepInEx
  • Lua
  • C++
  • Gumroad
  • Ko-fi
  • Payhip
  • Stripe
  • itch.io
What you get

Built for how you sell.

Keys from your store

Gumroad, Ko-fi, Payhip, itch.io or Stripe.

PC limits

1 or 2 PCs per key.

TOO_MANY_MACHINES

Fits your mod loader

.NET for BepInEx and MelonLoader, Lua, REST.

Refunds switch it off

Gumroad, Payhip and Stripe refunds revoke the key.

Offline sessions work

Signed files, good for up to 30 days.

Know whose copy leaked

Downloads carry a hidden buyer mark.

Standard
How it works

Live before your next release.

  1. 1Create a free account
  2. 2Connect Gumroad, Ko-fi or Payhip
  3. 3Add the SDK
SupporterPack.cs
[BepInPlugin("com.you.supporterpack", "Supporter Pack", "1.2.0")]
public class SupporterPack : BaseUnityPlugin
{
    const string ApiKey = "slk_...";  // validate-only, baked in at build

    async void Awake()
    {
        var key = Config.Bind("License", "Key", "").Value;  // AX8P-XXXX-XXXX-XXXX
        using var sl = new SunLicenseClient("https://api.sunlicense.com", token: ApiKey);
        var r = await sl.ValidateAsync(key, new Dictionary<string, string>
            { ["host"] = SystemInfo.deviceUniqueIdentifier });

        if (r.IsValid) EnableSupporterFeatures();
        else Logger.LogWarning("Supporter features need a valid license key.");
    }
}
FAQ

Questions, answered.

Can I sell mods on Nexus Mods or Thunderstore?

Those sites host free mods, and many games and mod communities forbid charging for mods or locking them behind a key. Check the game's EULA and the site's rules first. Where selling is allowed, the usual setup is a free release where players already download mods and the paid edition on your own store, such as Gumroad, Ko-fi or Payhip.

Does the .NET SDK work in a BepInEx or MelonLoader plugin?

The SunLicense NuGet package targets .NET Standard 2.0 and has no third-party dependencies, so it ships next to your plugin DLL without assembly conflicts. Call ValidateAsync at start-up with the key from your config file and a device ID, and turn the paid features on only when it says the key is valid.

What about native C++ plugins and flight-sim add-ons?

Use the REST API. One HTTPS POST to /api/v1/validate with your API key, the license key and a device fingerprint answers valid, or a reason such as EXPIRED or TOO_MANY_MACHINES. It works from any language that can make an HTTPS request.

Is it free to start?

Yes. The Free plan covers three products, 100 licenses and 10,000 license checks a month, with no credit card. Lite ($5 a month) adds more products, the customer portal and Sentinel; Standard ($20 a month) adds product downloads with leak marks.

Protect your next release.

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  • No credit card
  • Cancel any time