Merch5 · Products · Merch for Games
Merch for Games

Merch that knows who the player is

A generic logo tee is a poster. A shirt with the player's own nickname, level, clan and weapon is a trophy. Our engine builds the design from your game data and prints it only when someone orders.

Zero investment No inventory API-driven personalization
LEVEL87
CLANNOVA
RANK#412
NIGHTF0XLVL 87
NOVA
Nickname
Level & rank
Clan & emblem
Skin & weapon
Order my tee
🎮
Personalized orderLVL 87 · clan NOVA
1Minimum run per design
APIFeeds the personalization engine
100+Countries your players live in
$0Investment to launch
What personalization means here

The design is generated, not chosen

The player does not open a design editor. The store already knows their account and renders a preview that is theirs alone.

Nickname, level and rank

The three things every player screenshots anyway. On a shirt they become a trophy with a date attached.

Clan name and emblem

Guild merch sells in batches — one order from a clan leader tends to bring ten more from the roster.

Character, skin and weapon

The exact loadout a player grinded for, rendered as a print instead of a screenshot nobody sees.

Season stats and achievements

Season rank, win count, a boss first-kill date. Merch tied to a moment sells while the moment is fresh.

Generated at order time

The preview and the print file are built on the fly, so there is no catalog of pre-made variants to maintain.

Driven by your API

You expose the player data you are comfortable with; the engine turns it into artwork inside your own art direction.

Why studios do it

Merch as a game metric, not a side hustle

01

Higher lifetime value

A physical object extends the relationship past the moment a player stops logging in.

02

Upsell without pay-to-win

Merch monetizes attachment without touching balance, drop rates or anything the community will riot about.

03

Loyalty and retention

Tying a shirt to a season rank gives players a reason to finish the season.

04

Brand awareness outside the game

Your logo walks around campuses and conventions, worn by people who chose it.

05

Zero inventory risk

Nothing is printed before it is sold, so a design that flops costs you nothing but the artwork.

06

No new operations team

We handle production, shipping, customs and customer support for the physical goods.

How it ships

From integration to first parcel

1

Pick the data

Decide which player attributes may become artwork — nickname, level, clan, skin, season stats.

2

We build the generator

Your art direction, our rendering engine. Output is a preview for the player and a print-ready file for production.

3

Put the store where players are

In-game pop-up, launcher, website or a link in the season summary email — the same store behind all of them.

4

We print and ship

Orders route to the nearest production partner, ship with tracking, and support goes through us.

Questions from game teams

Only the fields you choose, and only at the moment an order is placed. The engine needs what appears on the print — usually a nickname and a couple of numbers.

You do. The generator works inside your art direction and the output is your intellectual property.

Generated designs pass through moderation rules you define, plus a manual check before production on flagged orders.

Yes. A standalone store with fixed designs takes minutes; the personalization engine can come later.

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.

Your players already screenshot their stats.

Give them a version they can wear — with nothing printed until they order it.