Not "put a logo on a tee". These are the placements that fit how games already work — seasons, clans, tournaments, launches — and that a print-on-demand pipeline makes possible at all.
Finish the season at a rank and unlock the right to order a shirt with it printed on. The reward costs the studio nothing until it is claimed.
One store per clan, with the emblem and roster. Clan leaders do the marketing for you because it is their name on it.
Finalist tees printed with the actual bracket result, ordered the same week — not three months later.
A design that exists for the launch window only. Nothing is left over, because nothing was made in advance.
Send prepaid merch links to the streamers covering your game instead of asking for sizes and addresses. Reward →
A merch tab beside the cosmetics shop, opening a web store that already knows the player. Embed →
If the artwork exists, the store can be live the same day. Personalized generators take longer only the first time.
Yes. Set a number of items or an end time; the store closes itself when the drop is over.
Orders route to the production partner closest to the buyer, which keeps most deliveries domestic and avoids customs entirely.
We do. Each order is routed to the production partner closest to the buyer and ships with tracking to more than 100 countries. Print and delivery problems are on us, not on you.
Your margin accumulates in the dashboard and is paid out automatically every two weeks. You set the retail price, so you decide what that margin is.
Nothing is printed until a player orders, so the downside is an afternoon of artwork.