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This article describes how to set up a development build to be licensable in order to test licensing-related scenarios.

Relevant scenarios and APIs

To test the following APIs, you need to set up your development environment as described in this article:

Context

In retail scenarios, a game must have a license to be played. A license request checks for an installed disc or sends a request to Microsoft services. A license is granted if the account is entitled to the product through a direct or satisfying purchase (for example, from a subscription or bundle). Licenses can also be granted in sharing scenarios. For more information about sharing, see Product sharing model for games. Development scenarios don’t follow this behavior by default. These scenarios include:
  • Loose builds (Visual Studio F5 deploy, xbapp/wdapp register/deploy)
  • Local package builds (makepkg, xbapp/wdapp install)
These builds launch without any licensing checks or related configuration. Most XStore APIs still work, but unexpected results can occur when licensing games or Durables. To configure a build to behave as licensable, apply the correct identity values to the MicrosoftGameConfig (described in Enabling XStore development and testing). Then the following steps must be taken:
  1. Note content ID specific to the game or DLC
  2. Apply content ID to build, as appropriate to the build type
  3. Console only: Note and apply EKBID to build
Then for each account running the build, an entitlement must be acquired by purchasing the product from the appropriate Store for the platform.

Get ContentID

You can find the ContentID on the Packages page after you select Show details:
The content ID for sandbox and retail versions can be different. If you install a retail version of the game, the product associates with a different content ID than the one you need for sandbox. Content ID also differs if regional packages are involved.

Console

Find the content ID for an installed package by running xbapp list /d (or xbapp listdlc /d for DLC) in the Gaming Command Prompt.

PC

Find the content ID for an installed package by running wdapp list /d (or wdapp listdlc /d for DLC) in the Gaming Command Prompt. For packages you install from the store, use the /includeStore flag.

Apply content ID to build

For loose builds, add the following section in MicrosoftGameConfig:
For package builds, pass the content ID to makepkg. For example:
If you create a package without the /contentid parameter, the installation process applies any available ContentIdOverride in the MicrosoftGameConfig when you install from a local source. Builds installed from the Store (sandbox or retail) always have the proper content ID (as seen in Partner Center).

Apply EKBID to build (only applicable to console)

Set the EKBID (Escrow Key Blob ID) to make the build licensable on console. For most scenarios, it simply needs to be overridden from the default test value of all zeroes or 33EC8436-5A0E-4F0D-B1CE-3F29C3955039. Override the EKBID with the following command:
For example:
This setting isn’t relevant on PC (there’s no wdapp setekbid command).

Trials and EKBID

For trials, the actual EKBID must be applied. To find the EKBID that the game uses, run xbapp list /d for a build installed from the Store. For more information, see Implementing trials for your game.

Ensure test account is entitled to product in the sandbox

For products published to both sandbox and retail, you can use the DevEntitlementTool to query and acquire entitlements for a test account. The best way to get an entitlement is to go directly to the product’s Store page through protocol activation, because products published only to sandbox might not be searchable. The development console or PC must be set to the sandbox where the game is published. For more information, see the XBOX services Sandboxes overview documentation and for PC, see Switching sandboxes properly for store operations. Once signed in properly, use the store protocol link to reach the Store page: On console: Use Gaming Command prompt: xbapp launch ms-windows-store://pdp/?productid=<storeID> On PC: In Run box (⊞Win +R) or in a web browser msxbox://game/?productId=<storeID> (to show product in XBOX App) Or ms-windows-store://pdp/?productid=<storeID> (to show product in Microsoft Store) Once on the Store page, select Buy or Get to acquire a license for the product for your test account. Download and installation of games and DLC should start automatically. If you’re planning to iterate with local builds, you can cancel the operation.
You must acquire an entitlement for every account that runs the build and expects license-related XStore APIs to work.

DLC

In order for local DLC to be licensable, the content ID must be applied to makepkg and xbapp setekbid set to something other than the default values. Only the DLC needs to be configured for licensing, not the base game. License overrides are relevant to the following APIs when called with a packaged Durable: More details can be found here: Manage and license downloadable content (DLC) How to use a durable without a package

Reference API documentation

See also

Commerce Overview
Enabling XStore development and testing
Switching sandboxes properly for Store operations
XStore API reference
Last modified on August 20, 2026