What a game API does
A game API sits between your platform and the studios:
- Your lobby asks it for the catalogue, and it returns thousands of titles with images and categories.
- When a player opens a game, the API starts a session with that studio.
- Every round calls back into your wallet, so the balance lives in one place.
- Reports show rounds and fees per studio, so finance sees the same numbers you do.
That is one contract and one integration instead of a hundred.
Aggregator, direct or both
| Model | How it works | Trade-off |
|---|---|---|
| Direct | You sign each studio yourself. | The studios' best rates, but every studio is its own contract and integration |
| Aggregator | One contract and one API give you every studio at once. | You pay a fee on top |
| Mixed | Aggregate the long tail and go direct with the studios that earn you the most. | Best once volume is there |
Most operators start with an aggregator and go direct once the volume justifies it.
The seamless wallet
The wallet is where most integrations break. With a seamless wallet the balance never leaves your platform. Each round sends a debit when the bet goes in and a credit when it pays out.
- Calls can arrive twice, so the wallet has to process each one exactly once.
- If a round fails halfway, it has to roll back cleanly.
- Every night, your ledger is matched against each studio's reports.
A lobby for 16,000 games
Sixteen thousand games in one list is a warehouse, not a lobby. Players need rows they can scan (popular, new and live tables), studio rows for players who already have favourites, and search that works on a phone. Your team needs a back office where it can pin titles and reorder rows without a developer. Browse the studios on our game providers page.
Mistakes that cost operators months
- Signing studios one at a time, and spending a year on contracts instead of players.
- A wallet that pays the same round twice when a call is retried.
- Ignoring each studio's country rules, which gets games pulled after launch.
- Leaving certification to the end, when the lab finds what the team missed.
- A lobby nobody can scan. Thousands of games, and players still leave.
A typical timeline
| When | What happens |
|---|---|
| Week 1 | Choose your studios and sign one contract |
| Weeks 2 to 4 | Integrate the catalogue, the game sessions and the wallet |
| Week 5 | Test thousands of rounds on staging, retries and rollbacks included |
| Then | Certification for each market by labs such as GLI, iTech Labs and BMM |
Most operators go live in six to eight weeks, and new studios are added every month after that.
Planning your game library?
Tell us your markets and the studios you want. We reply within one business day with a scope, a timeline and a price.


