Types of add-ons
These are add-ons that you can create for your games.- Consumable (Microsoft Store-managed or Developer-managed)
- Durable and Durable with packages
- Add-on Bundle
- Season Pass
- Subscription
Ability to create different types of add-ons
If you’re in a managed Creator program, you’re able to offer more types of add-ons to your customers.
o - indicates that you have the ability to create this add-on type.
Partner Center sections to configure for add-ons
The following table indicates the different sections that you must complete or configure based on the add-on type.
o - indicates that you must complete or configure the section. * - indicates optional requirements
Visibility and Store listing
Store listings are optional for many add-on types (see Sections to configure). If an add-on has its own Microsoft Store listing, it can also be displayed on the parent product’s Store Product Details Page (PDP). Add-ons without their own listing in the Store don’t require you to create a Store listing. Note that this is separate from the parent product (game) that’s required to have a Store listing. Add-ons without a Store listing can be configured for purchase only from within your game, based on their configured Schedule. To learn more, see Create an add-on Store listing.Consumable
If the add-on can be purchased, used (consumed), and purchased again, you’ll want to select one of the consumable product types. Consumable add-ons are often used for things like in-game currency such as gold, coins, which can be purchased in set amounts and used up by the customer. There are two types of consumable add-ons:- Developer-managed consumable: This type of consumable can only be purchased a single time before it is fulfilled or consumed by the client, which makes it purchasable again. This fulfillment operation is what the game would use to assign a reward which is entirely tracked by the game.
- Microsoft Store-managed consumable: This type of consumable is associated with a quantity granted to the user on purchase that’s added to their remaining balance of that consumable to use in-game that’s tracked with the Store APIs. When the game reports an amount as fulfilled or consumed in-game the service deducts that amount from the user’s remaining balance. The quantity granted on purchase is configured in the product setup. Store-managed consumables can be purchased repeatedly without the product being reported as fulfilled or consumed.
