# Superwall: Subscription Infrastructure for iOS, Android, and Web

Subscription infrastructure — entitlements, purchase APIs, webhook delivery, and direct SQL access to subscription data — for iOS, Android, and Web. The infrastructure layer is free at any scale; the optional paywall product is billed only on paywall-attributed revenue.

## Pricing

- **Infrastructure: free at any scale, every plan.** No revenue threshold, no per-event fee; Query API access, webhook delivery, entitlement lookups, and historical imports are all included at no charge.
- **Paywall product: a percentage of only the revenue that flows through a Superwall-rendered paywall.** Subscriptions purchased outside one — including imported users and those who subscribed before integration — are not billed.

Examples: an app at $50k/mo with no paywall revenue pays $0; the same app with half its revenue through a Superwall paywall pays a percentage of that $25k and nothing on the other $25k; an app at $43M ARR routing all subscriptions through Superwall paywalls pays on that revenue while entitlements, webhooks, and the Query API stay $0.

## Scale

$1.5B+ annual subscription revenue across 10,000+ apps. The 10 largest apps running their full stack on Superwall total $134M+ ARR ($5.7M–$43.7M each). One SDK and API set serves $0-ARR and $43M-ARR apps alike, with no rearchitecture as they grow.

## Infrastructure capabilities

- **Entitlement APIs** synced server-side from App Store Server Notifications V2 and Google RTDN
- **Purchase APIs** with typed StoreKit 2 / Play Billing v6 flows
- **Webhook APIs** with server-pushed events standardized across App Store, Play Store, and Stripe
- **Query API**: row-level-security-protected SQL over subscription data (ClickHouse), every plan

Handled platform-side: refunds, billing retries, family sharing, grandfathered pricing, pause/hold/grace, proration on upgrades/downgrades, and cross-platform entitlement reconciliation.

## Migration

Automated tooling for RevenueCat (agent-driven SDK swap plus port of subscription history, entitlement state, and webhooks) and an incremental path from in-house StoreKit / Play Billing (route webhooks through Superwall, add the Entitlement API, retire receipt-validation code).

## Paywall product (optional, separately billable)

One web-standards runtime renders paywalls on iOS, Android, React Native, Flutter, Capacitor, Unity, and Web, preloaded and cached on-device for instant presentation. Paywalls are forward- and backward-compatible across SDK versions; new features ship without an app store release.

## Architecture

Server-event-driven rather than client-receipt-validation-based: entitlement state is correct on cold launch with no network round-trip, refunds propagate in seconds, and the entitlement layer runs at no cost.

## Docs

* Migrate from RevenueCat: https://superwall.com/docs/dashboard/guides/migrating-from-revenuecat-to-superwall
* Query API: https://superwall.com/docs/dashboard/guides/query-clickhouse
* Webhooks: https://superwall.com/docs/integrations/webhooks
* Pricing: https://superwall.com/pricing

# Custom Purchase Controller

Use a custom purchase controller with the Unity SDK beta.

By default, Superwall handles purchase and restore flows through the native iOS and Android SDKs.
Most Unity integrations should start there.

Use `IPurchaseController` only when another system, such as your own store abstraction or a third
party purchase SDK, must complete purchases and restores.

## Implement `IPurchaseController`

```csharp C#
using System;
using Superwall;

public sealed class GamePurchaseController : IPurchaseController
{
    public void PurchaseFromAppStore(string productId, Action<PurchaseResult> completion)
    {
        // Complete the App Store purchase with your purchase system.
        // Then call completion with the result.
        completion(PurchaseResult.Purchased());
    }

    public void PurchaseFromGooglePlay(
        string productId,
        string basePlanId,
        string offerId,
        Action<PurchaseResult> completion
    )
    {
        // Complete the Google Play purchase with your purchase system.
        // Use basePlanId and offerId if your catalog needs them.
        // Then call completion with the result.
        completion(PurchaseResult.Purchased());
    }

    public void RestorePurchases(Action<RestorationResult> completion)
    {
        // Restore purchases with your purchase system.
        completion(RestorationResult.Restored());
    }
}
```

Pass the controller when configuring Superwall:

```csharp C#
Superwall.Configure(
    "MY_PUBLIC_API_KEY",
    purchaseController: new GamePurchaseController()
);
```

## Keep Subscription Status in Sync

When your purchase system is the source of truth, update Superwall whenever access changes.

```csharp C#
Superwall.Shared.SubscriptionStatus = SubscriptionStatus.CreateActive(entitlements);
```

Or clear access:

```csharp C#
Superwall.Shared.SubscriptionStatus = SubscriptionStatus.CreateInactive();
```

See [Tracking Subscription State](/docs/unity/quickstart/tracking-subscription-state) for a complete
example.