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Monetising a game server without breaking the rules

What Minecraft, FiveM and Valve actually let you sell on a server, how a store is wired to the game, and the chargebacks and tax nobody warns you about.

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Yes, you can take money for a game server, and no, you do not need anybody's permission to accept a donation. What you need is to understand where each publisher draws its line, because every one of them draws it in roughly the same place: you may sell things that exist because of your server, and you may not sell things that exist because of their game. A rank, a cosmetic, a queue place and a subscription are yours to sell. Weapons, currency with a cash-out, anything that makes a paying player better at the game than a non-paying one, and anything that uses the publisher's name as if they endorsed you - those are theirs, and selling them gets your server delisted rather than fined.

The other half of the problem is nothing to do with rules. A store attached to a game server is a small retail business with a teenage customer base, and it comes with chargebacks, VAT, refund arguments and a support burden that most owners have not priced in. This post covers both halves: what you may sell on the games people actually run, and what happens afterwards.

The rule that every publisher shares#

Read the terms for Minecraft, FiveM, Rust, ARK and the Source games side by side and the same three ideas keep appearing in different words.

  • You are selling access to your service, not their product. A server is a thing you run. Charging for entry to it, or for a supporter rank on it, is a transaction between you and your player. Selling a copy of the game, a Steam key, a game item that has value outside your server, or a licence you do not hold, is not.
  • A paying player must not beat a non-paying player because they paid. This is the one that catches people, because it rules out the perks that sell best: kits, better gear, more money at spawn, faster gathering, a bigger claim. The test publishers apply is whether the purchase makes somebody else's game worse.
  • Do not imply the publisher is involved. No official-sounding naming, no logos, no "partnered with", no domain that reads like a first-party site. Most guidelines require a disclaimer saying the opposite in plain words.

Everything else is local detail. Below is the local detail for the games where it matters most, but all of these documents get revised - the Minecraft guidelines were consolidated and rewritten in August 2023, and the FiveM rules changed after Rockstar acquired Cfx.re. Read the live page before you build a store around a reading of it, and read it again before a big change.

Minecraft: what the usage guidelines allow#

Minecraft is the game with the most explicit rules, the most enforcement history, and the most servers quietly ignoring both. The current position, from the Minecraft Usage Guidelines:

You mayYou may not
Charge for access to the serverCharge different people different prices for the same access
Take donationsGive a donor something only they can use
Sell cosmeticsSell capes, or anything that looks like a player cape
Sell ranks with non-competitive perksSell anything that gives a competitive advantage
Run in-game advertisingRun advertising that harms gameplay or gives an advantage
Use an in-game virtual currencyLet that currency be cashed out, transferred or converted

Two of those need unpacking, because they are the ones people misread in their own favour.

Charging for access is allowed, and it is the cleanest business model on the list, but the condition is that the cost is the same for everyone and everyone who pays gets the same server. A one-off fee or a subscription both work. What does not work is a "free tier" that is a worse version of the paid server, because now the two groups are playing different games.

Donations are only donations if the donor gets nothing exclusive. The moment you hand over a rank in exchange, it is a sale, and it is judged as a sale. The word on the button does not change what happened. This matters more than it sounds: "donate" on a store page, with a price and a product, is a purchase in the eyes of the guidelines, your payment processor, and consumer protection law in most of Europe.

The gameplay rule was softened in the 2023 rewrite from a flat ban on gameplay effects to a test: an entitlement may affect gameplay provided it does not give a competitive advantage or make another player's experience worse. That is more permissive than the old reading and less permissive than people hope. A paid /hat command passes. A paid /fly on a survival server does not, because everybody else is walking. A cosmetic pet passes. A cosmetic pet that picks up items does not.

Two further points that are easy to miss. Blockchain and NFTs are not permitted inside Minecraft clients or servers at all, and in-game content may not be used to create scarce digital assets. And any public-facing page for your server needs the disclaimer, in words close to:

code
NOT AN OFFICIAL MINECRAFT SERVICE.NOT APPROVED BY OR ASSOCIATED WITH MOJANG OR MICROSOFT.

Enforcement is by report. Mojang publishes a route for players to report servers that violate the commercial use guidelines, and the outcome is a request to change, then removal from server lists and a demand to stop using the brand. It is not a fine and it is not a lawsuit; it is the end of your player acquisition. If you are building an economy on a Minecraft server, EssentialsX, Vault and shops is the in-game side of the same problem, and the rule above is the boundary it has to stay inside.

FiveM, Source games and everyone else#

FiveM. Cfx.re names Tebex as the payment partner for server monetisation, and the server itself has a convar for it - you set sv_tebexSecret in server.cfg to link the store to the server. The permitted list is the familiar one: cosmetics and assets you have the rights to, memberships, recognition, and convenience perks such as a place in the queue. The prohibited list is everything that is really Rockstar's: in-game currency for real money, weapons, vehicles you do not own the rights to, exclusive money-making jobs, and anything that shortcuts progression other players have to earn. Roleplay servers push at this constantly and it is the most common reason a large one disappears. FiveM server.cfg explained covers where that convar sits among the rest of the file.

Counter-Strike 2, Team Fortress 2 and other Source games. Valve's constraints are less about what you sell and more about what you touch. Selling anything denominated in Steam items, keys or Market value is against the Steam Subscriber Agreement, and gambling sites built on item transfers are the reason that rule exists. Your server login token is an account-level credential: abuse attached to it results in a GSLT ban, and it is the Steam account that carries it, not the server. Selling reserved slots, admin-free convenience and cosmetic chat tags is ordinary and uncontroversial. See Steam game server tokens for how the token is issued and lost.

Survival games without a formal policy. Rust, ARK, DayZ and 7 Days to Die have server scenes where paid kits are normal and the publishers have historically not intervened. "Nobody has enforced it" is not the same as "it is allowed", and it is a weak position to build a monthly income on. Whatever the publisher does, your players will judge a pay-to-win store the same way players always have, and the servers that survive a year usually do not have one. Wipes without losing your players is about the other thing that decides whether a survival community lasts.

Anything running a licensed engine or licensed content. Music is the sleeper problem. A server that streams licensed tracks into a voice channel or plays them in-game is a public performance, and that is a separate licensing question from the game itself.

Perks that are allowed and still worth buying#

The uncomfortable truth of compliant monetisation is that the allowed list is shorter and less lucrative than the banned one. These are the ones that actually convert without crossing a line.

  • A supporter rank with a coloured name and a prefix. Visible, cheap to deliver, entirely cosmetic. The single best-selling item on most servers.
  • Cosmetic commands. Particles, pets, hats, emotes, a custom join message. Check the pet cannot pick anything up and the hat is not armour.
  • Queue priority. Only worth money if there is a queue, which means it only works once you are full. It is convenience, not advantage, and it is on the allowed list nearly everywhere.
  • Extra homes, extra warps, a larger claim. Judge these carefully. More /home slots on a peaceful server is convenience. A larger claim on a PvP server is territory, and territory is advantage.
  • Cosmetic titles and tags in a scoreboard or tab list. Pure status, sells surprisingly well, costs nothing to run.
  • Access itself. A small monthly subscription for the whole server, applied identically to everyone, is the simplest compliant model there is. It also filters your player base in a way that makes moderation dramatically easier.
  • Merchandise. Entirely outside the game and entirely outside the guidelines, apart from the branding rules.

What to leave alone: anything that adds damage, speed, reach, yield, spawn rate, currency, keep-inventory, or a shortcut past a wait everybody else serves. If you want a clean rule of thumb, imagine printing the item on the join screen for every player to read. If that reads badly, do not sell it.

Picking a store and who the merchant is#

You have three options, and they differ mostly in who carries the legal and tax weight.

OptionWho is the merchantEffortFits
A game-store platform (Tebex and similar)Usually the platformLowMost servers
Your own checkout (Stripe, PayPal)YouHighEstablished communities
Bare donations, no deliveryYouNoneFriends and family

The platform route exists because the alternative is worse than it looks. A store platform gives you a hosted checkout, local payment methods, the plugin that delivers the purchase into the game, a record of every transaction, and - the part people undervalue - it is the name on the customer's card statement and the party that handles sales tax and VAT registration in most regions. That last point is not a small convenience. Cross-border VAT on digital goods sold to consumers is a genuine compliance burden for one person running a server as a hobby, and outsourcing it is usually the right call. Platforms take a percentage of each sale, so check the current rate before you model anything.

Rolling your own checkout gets you the whole margin, the whole tax problem, the whole fraud problem and the whole refund problem. It becomes worth it at a scale where you know it is worth it.

The third option - a PayPal link with nothing attached - is fine for a group of friends splitting a bill and nothing else. Do not use the friends-and-family option to dodge fees on a sale. It voids buyer protection, it is against PayPal's terms, and when the buyer disputes it anyway you have no evidence of what was sold.

Wiring the store to the server#

The mechanism is the same everywhere, and knowing it saves you an evening of confusion when a purchase does not arrive.

  1. A player buys a package on the store's website. The store, not the server, takes the payment.
  2. The store records a pending command queue for that player.
  3. A plugin or resource inside the game server polls the store's API on a timer, over HTTPS, outbound.
  4. The plugin runs the configured commands as console: lp user %player% parent set vip, give, say, whatever you wrote.
  5. The plugin reports the commands as executed, so they are not run again.

The important consequence of step 3 is that nothing needs to be exposed. Your server makes an outbound request; the store never connects inbound; no port is opened for any of this. You link the two with a secret key from the store panel - on FiveM it is sv_tebexSecret in server.cfg, on Minecraft it is a console command on the plugin.

Two behaviours you must configure deliberately:

  • Online-only commands. Anything using %player% in a way the game resolves at run time needs the player online. Mark those commands as requiring the player, or they will fire into an empty server and be marked done. Rank changes through a permissions plugin can usually run offline; anything that puts items in an inventory cannot.
  • Delay and duplication. If a command fails, most plugins retry. A retried give is a duplicated item. Prefer idempotent commands - setting a permission group is idempotent, handing out a diamond block is not.

Test every package with the smallest possible real purchase before announcing the store, and test it again with the player offline. Then watch the console while you do it, because the command that failed will say why there. Reading the console is the habit that turns a mystery into a one-line fix.

On RE:NODE the store plugin goes in over the file manager or SFTP like any other plugin - there is no whitelist of allowed mods - and the console has an unfiltered live view with a command line, so you can run the same command by hand and see the error. Every game plan includes a database slot if your economy plugin needs one, and subusers let you give whoever runs the store console access without handing them billing or file permissions, which is the arrangement described in subusers and least privilege.

card or PayPaloutbound pollcommandsPlayerbuys a packageStore platformmerchant, checkoutPlugin on serverpolls over HTTPSGame serverruns console commandsCommand queuepending purchases
Where the money and the commands actually go

Chargebacks, refunds and the parent problem#

This is the part nobody mentions. A meaningful share of the people buying ranks on a game server are minors using a card that belongs to an adult who did not agree to anything. Some of those adults find the charge, do not recognise it, and call the bank. That is a chargeback: the money goes back, you pay a fee on top, and you had no chance to explain.

You cannot prevent it entirely. You can make it rarer and cheaper.

  • Make the statement descriptor recognisable. If it says the store platform's name and your server's name, a parent is far more likely to ask their child than their bank. This is the single highest-value setting in the whole store.
  • Publish a refund policy and honour it quickly. A refund costs you the sale. A chargeback costs you the sale, a fee, and your standing with the processor. Refunding on request is cheaper than being right.
  • Ban on chargeback, and say so before purchase. Standard practice, and it needs to be written on the store page rather than discovered.
  • Keep the evidence. Store platforms record the transaction, the IP, the in-game name and the delivery. Keep your own console logs too - logs worth keeping covers the retention question.
  • Do not sell anything irreversible for real money. If a purchase can be consumed and then disputed, price that in.

Set expectations on delivery as well. "Within 15 minutes, and the server must be online" is an honest promise. If your server is restarting when the purchase lands, the command queue waits, which is correct behaviour and looks like a failure to a fourteen-year-old with a receipt. Pinning that in your Discord removes most of the tickets.

What it costs, what it earns, and when it becomes a business#

Do the arithmetic before you build anything, because it is short. A Minecraft plan starts at $5 a month and a Valheim one at $6 - prices change, so check the game pages - which means two or three supporters at $3 covers the hosting for a small community. That is the realistic ceiling for most servers, and it is a perfectly good outcome: the server pays for itself and nobody is out of pocket.

The gap between that and an income is enormous, and it is a gap of players, not of pricing. Conversion on a game server store is low single-digit percentages of active players. A server with thirty regulars will not fund anything but itself no matter how the store is arranged, and squeezing it harder is precisely how servers lose the thirty regulars. If you want more revenue, the lever is growing the community, not the store page.

When money does start arriving regularly, a few things change:

  • It is income. In most countries, regular revenue from a service you operate is taxable whether or not you call it a donation, and whether or not you made a profit. Thresholds vary enormously; find yours rather than assuming there is one.
  • Keep records from day one. Every payout, every refund, every hosting invoice. Reconstructing a year of Tebex payouts in April is a bad weekend. Every RE:NODE payment produces an invoice, which makes the cost side of that ledger easy.
  • Separate the money. A dedicated account, even a personal one used only for this, saves you hours.
  • Consumer law applies. In the EU and UK, digital goods sold to consumers carry statutory rights, and a "no refunds ever" line does not remove them.
  • You now owe your players continuity. Taking a yearly subscription for a server you might close in March is the thing that turns a disappointed player into a complaint to a payment processor. Sell monthly until you are certain.

One honest word on longer terms. Hosting is cheaper per month on a 3, 6 or 12 month term, and it is tempting to fund that with a burst of store income. Match the commitment to how long you are confident the server will exist, not to how good this month was.

FAQ#

Can I charge people to join my Minecraft server?

Yes. Charging for access is permitted provided the price is the same for everyone and everybody who pays gets the same server and the same content. What you cannot do is run a free tier alongside a better paid one, because that gives paying players an advantage over the others.

Is it still against the rules if I call it a donation?

If the donor gets something in return that other players cannot have, it is a sale regardless of the label, and it is judged as one. Real donations - where the donor gets nothing exclusive, perhaps a thank-you in a channel - are fine everywhere.

Do I need a company to run a server store?

Not to start, in most places. But regular revenue is normally taxable income whether or not there is a company, and the thresholds for registering differ by country. Keep records from the first payout and find out what applies where you live before it is a year's worth.

What happens if a publisher decides my store breaks the rules?

For Minecraft the usual sequence is a report, a request to change, then removal from server lists and a demand to stop using the brand. For FiveM and Cfx.re it is a platform-level action against the server key. Neither is a fine; both end your ability to attract players, which is worse.

Can I sell in-game currency for real money?

On Minecraft you may run a virtual currency provided it has no real-world value and cannot be cashed out, transferred between servers or converted. On FiveM, selling in-game money is explicitly prohibited. On most survival games it is tolerated and still unpopular with players.

Why did a purchase not arrive?

Nearly always one of three things: the server was offline or restarting when the queue was polled, the command needed the player online and they were not, or the command itself failed. The console shows which, and running the same command by hand shows the error in full.


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