invonetwork
First-party Python server SDK for integrating INVO into partner backends. It is the server-side counterpart to the INVO JS/Web SDK: same endpoints, same field mappings, and the same webhook HMAC scheme, so both hit the same live backend interchangeably.
Status:
3.13.0, stable (pip install invonetwork). The backend it wraps is live on sandbox + production, so you can build and test against sandbox today. Recent highlights: 3.13.0 addscredited/reason_codeonconfirm_payment()andsteam_finalize_purchase()(asuccessstatus means the payment succeeded;creditedsays whether the coins were added), the Merchant of Recordreceipt_number/receipt_urlfields, andtax_treatment: "partner_responsible"on the Open tier, and updates the Tiers: subscription card charges are now 4% + $0.30 on Open and 5% + $0.50 on Merchant of Record, international card and currency conversion costs on subscriptions pass through at cost, chargeback handling by tier, and Merchant of Record is applied for from the console; 3.12.0 addsquote_currency_purchase()andacknowledged_total_usdfor INVO's card fee on coin purchases (3.5% + $0.30 on the Open tier), the fee fields onPurchaseResult, paid trials (trial_amount_usd) on card subscriptions, and the Tiers section; 3.11.0 stops pinning the card maximum in the SDK; 3.10.0 adds the purchase status read, whereserver.get_purchase_status()/server.wait_for_purchase()answer what happened to a hosted-checkout purchase in six words, four of them terminal, so a buyer is never shown a page that closes on nothing; stopping is decided by INVO'sterminaland never re-derived fromstatus,result.nothing_was_chargedsays when a Try again is safe,create_checkout()now also returnssession_token, and the subscription fee is corrected to 7% + $0.30 (it is its own rate; item purchases stay at 10/90); 3.9.0 documents card-only subscriptions (the card pays the full price every period and the coin wallet never pays;wallet_onlydeprecated; newfailure_codewallet_negative; a renewal'spurchase.completedis not a purchase) and the subscription refund limits:subscriptions.refundnow returns aRefundReceiptor a 202RefundPendingApproval(branch onis_pending_approval), withwarnings, the processor fee you bear,subscription_canceled(a full refund cancels), six new classifiers (is_refunds_not_enabled,is_refund_window_closed,is_refund_request_pending,is_refund_request_rejected,is_concurrent_request,is_refund_mismatch) and typedsubscription.refund_requested/refund_approved/refund_rejectedevents, all additive; 3.8.0 adds the INVO-hosted card page for subscriptions,server.cards.create_setup_session: mint a 10-minute link server-side, send the member to it, read the card back fromcards.list, with no browser code and no card processor named anywhere (begin_setup/confirm_setupremain as the processor-bound alternative), plus theis_player_not_found,is_invalid_player_emailandis_invalid_inputclassifiers andSubscription.player_email/player_nameoninclude_playerreads; 3.7.0 adds subscriptions on both rails (server.subscriptions,server.cards,server.sandbox.subscriptions); 3.6.0 makes the device approval grant a first-class SDK surface —begin_device_approval,poll_device_approval,confirm_device_enrollmentand, the step that actually moves the money,approve_with_device_code(plus the optionalcomplete_device_approvalloop); a grant that is polled toapprovedand left there settles nothing, which is the failure this release exists to make impossible, andTRANSACTION_NOT_PENDINGnow comes back as a typedstatus="not_pending"result withalready_settledrather than a raised error you would have to string-match; 3.1.0 makes the authentication guidance explicit — passkeys are the gold standard and the SMS-PIN completion (verify_sms_transfer/verify_sms_send) is deprecated and being phased out (documentation only — no behavior change, and no runtimeDeprecationWarning, so warnings-as-errors test suites are unaffected); 3.0.0 moves the Platform Commerce card leg to INVO's hosted checkout —purchase(funding_source="card")now returns acheckout_urlto send the buyer to (the 2.5.xBillingAddress/client_secretsurface is removed; see the CHANGELOG migration note); 2.5.0 adds Platform Commerce (ecommerce) — a platform tenant selling items funded by balance or card, withserver.platform_commerce.purchase/ get_status/refundand theplatform_commerce.*webhooks (the browser card-confirm step lives in the JS SDK); 2.4.0 adds Steam transfer-policy handling (is_steam_value_non_transferable/is_non_steam_value_into_steam_blocked+DestinationGame.accepts_steam_origin_value); 2.3.0 surfaces the claim-time phone-share409onclaim_transfer/claim_currency(+err.phone_share_last4). Full history in the CHANGELOG. Canonical partner reference: https://docs.invo.network.
Highlights
- Device approval (RFC 8628) — the console / TV / native-client passkey path, driven
end to end from your server: begin, poll, answer the on-screen match code, and
approve_with_device_code— the call that settles the transaction. - Server money flows — mint player tokens, initiate cross-game sends/transfers, run the currency-purchase flow (hosted checkout + rail selector), spend game currency on items, and Platform Commerce (ecommerce: a platform tenant selling items funded by balance or card).
- Server-only reads — player balances, inbound-pending "you have X to collect", and linked wallet identities (PII, server-only).
- The purchase status read:
get_purchase_status/wait_for_purchasesay what happened to a hosted-checkout purchase, including "we have the money and the coins are not there", so a buyer is never shown a page that closes on nothing. - Webhook verification — constant-time HMAC-SHA256, replay window, multi-secret rotation.
- Resilient — automatic retries with backoff/jitter on network errors,
429(honoringretry_after), and5xx— for idempotent calls only. - Zero runtime dependencies — stdlib only (
urllib,hmac,json,dataclasses). Python 3.9+. - Fully typed — ships
py.typed; passesmypy --strict.
The game secret stays on your server: it authenticates every call here via the
X-Game-Secret-Key header and must never reach a browser.
This applies to a game or a platform alike: the SDK calls the tenant a game and names the
argument game_secret, but a platform tenant uses the same argument and the same flow.
Passkeys are the gold standard — don't build on SMS
If you take one thing from this README: money movement should be authorized by a passkey. Do not design your verification UX around the SMS PIN.
A passkey is a WebAuthn assertion — phishing-resistant, bound to your origin, backed by the device's secure hardware. An SMS PIN is a shared secret delivered over a channel exposed to SIM swap, SS7 interception, and social engineering. They are not two equivalent ways to approve a transfer; one is materially weaker, and INVO treats it that way (hence the 24-hour money-out cooldown after a passkey recovery — that gate exists because phone-based possession can be stolen).
The WebAuthn ceremony itself runs in the browser via the JS SDK, so from this server SDK the
rule shows up in how you read initiate_*:
| Do this | Not this | |
|---|---|---|
verification_method == "in_app" |
sender has a passkey → have the browser call approveSend/approveTransfer |
— |
verification_method == "sms" |
read it as "this user has no passkey" → have the browser offer enrollPasskey(), then approve |
route straight to PIN entry |
| Console / TV / native client | the QR device-approval grant, then server.approve_with_device_code |
polling to approved and stopping — that settles nothing |
| Recipient collects | the browser confirmReceipt* (passkey), or the QR flow with flow="send_receipt" / "transfer_receipt" |
claim code as the primary path |
| Fallback | verify_sms_transfer / verify_sms_send only when the user can't enroll or declines |
the PIN as your default flow |
Prerequisite: which passkey path serves your tenant. There are two places a passkey ceremony can run, decided by whether you hold a partner passkey domain:
- No partner domain (every new title): INVO runs the ceremony on its own domain — the hosted
approval page — for every platform. There is no domain to verify and nothing to configure;
submitting one is refused (
409 PARTNER_RP_FROZEN). Your server starts a device approval grant withserver.begin_device_approval(...)(the player's session token, never the game secret; below) and the browser / console / phone opens the page — then polls, and callsserver.approve_with_device_code(...)when the poll saysapproved, which is the step that actually moves the money. The in-app browser ceremonies return403 WEBAUTHN_NOT_ENABLED_FOR_TENANTfor you — classify it witherr.is_webauthn_not_enabled_for_tenantand treat it as the expected state, not a failure (the body'shosted_flowpoints atdevice_code). - A domain verified before the freeze (existing tenants): your passkeys are bound to that RP ID for life, so the in-app ceremonies keep working. You may still change or re-verify the domain; removing it is irreversible: it can never be re-added, and the hosted flow serves the title from then on.
So the honest sequence is: start the transfer → approve on the hosted page (or in-app if you hold a domain) → you're on the gold-standard path. The SMS PIN carries only a player who cannot or will not enrol — which is exactly why the deprecation below has no removal date attached.
⚠️
verify_sms_transfer/verify_sms_sendare deprecated as of3.1.0and a future major version will remove them. They still work exactly as before — this release changes documentation only and deliberately emits noDeprecationWarning, sopytest -W errorsuites keep passing. Keep the PIN path as a genuine last resort for: users who cannot enroll (unsupported device, no platform authenticator) and users who decline.
What is not discouraged. These use a one-time code, but they are the on-ramp to a passkey — not a substitute for one. Use them freely:
recovery_begin/recovery_complete— the passkey recovery relay; restores a passkey the user lost or deleted.phone_share_initiate/phone_share_approve— phone-ownership consent, not transaction authorization.- The browser-side
enrollmentBegin/enrollmentVerifygrant — how a user gets a first passkey.
Beyond security, this is also an economics story: SMS costs real money per message at every scale, and INVO's architecture targets passkey/in-app verification as the primary path so the platform never depends on carrier delivery. A passkey-first integration is faster for your users, cheaper to run, and won't need migrating later.
Which method fits which platform
The right approval method is a property of the client the player is sitting in front of, not
of your title. Because the WebAuthn ceremony runs browser-side, this server SDK's job is to read
initiate_* and let the right client half take over — pick that half per platform:
| Where the player is | Approve with | Why |
|---|---|---|
| Mobile app & mobile web (iOS 16+ / Android 9+) | a passkey, directly | the platform authenticator (Face ID / Touch ID / fingerprint) is available in-client — strongest option, zero messaging cost |
| Desktop web (browser) | a passkey, directly | Touch ID / Windows Hello are available to the browser |
| Consoles (PlayStation / Xbox / Switch) | the QR device-approval flow (RFC 8628, below) | no browser and no WebAuthn in-client — show the QR, the player scans it and completes the passkey on their phone, your server polls, and your server then calls approve_with_device_code — the poll proves who, that call moves the money |
| Native Steam / desktop game clients (Mac & Windows) | the QR device-approval flow (RFC 8628, below) | the OS supports passkeys, but the embedded game client can't invoke the platform authenticator from inside the engine — it is the client, not the OS, that forces QR here |
When there is no passkey path at all — a remote approval that can't run a ceremony (a guardian, a phone's existing owner) — INVO goes email first, SMS on request: a signed link to a hosted page to the oldest verified address, and a text only when there is no verified email, the email could not be delivered, or the player asks for one. SMS is the last resort, not the primary channel.
Contents
- Passkeys are the gold standard — don't build on SMS
- Install
- Get your account & game secret
- Architecture
- Before you go live
- Configuration
- Tiers: Open and Merchant of Record
- Currency purchase (real money in)
- Item purchase (spend game currency)
- Platform Commerce (ecommerce)
- Subscriptions (recurring billing)
- Player balance
- Sends & transfers
- Sends and transfers, stage by stage
- Inbound pending & linked identities
- Consoles and TVs — approving without a browser (RFC 8628)
- Webhooks
- Resilience & observability
- Errors
- API reference
- Versioning & stability
Install
Requires Python 3.9+. The command differs slightly by OS:
# macOS / Linux
python3 -m pip install invonetwork
# Windows (PowerShell)
py -m pip install invonetwork
Recommended — inside a virtual environment:
# macOS / Linux
python3 -m venv .venv && source .venv/bin/activate && pip install invonetwork
# Windows (PowerShell)
py -m venv .venv; .venv\Scripts\Activate.ps1; pip install invonetwork
Then import:
from invonetwork import InvoServer, InvoError, verify_webhook
No third-party runtime dependencies.
Get your account & game secret (INVO console)
Sign up, create your title, and copy its game secret in the INVO console. Use the console that matches the environment you're building against:
| Environment | Console | API base_url |
|---|---|---|
| Testing / sandbox | https://dev.console.invo.network |
https://sandbox.invo.network/sandbox |
| Production | https://console.invo.network |
https://invo.network |
Build and test against the dev console + sandbox first, then switch to production for launch. Each environment has its own game secret — never mix them, and keep the secret server-side only.
Architecture (this SDK is the server half)
INVO integrations split across two trust boundaries. This package is the server half; the
browser half is @invonetwork/web-sdk.
┌──────────────────────────────┐ ┌──────────────────────────────┐
│ YOUR SERVER (trusted) │ │ THE BROWSER (untrusted) │
│ invonetwork (this package) │ mint │ @invonetwork/web-sdk │
│ • holds X-Game-Secret-Key │ ──────► │ • holds short-lived token │
│ • mint_player_token() │ token │ (~15 min, game-scoped) │
│ • initiate_send/transfer() │ │ • enroll/approve passkeys │
│ • create_checkout() │ │ • confirm_receipt / claim │
│ • purchase_currency/item() │ │ • balances / destinations │
│ • verify_webhook() │ │ │
└───────────────┬───────────────┘ └───────────────┬──────────────┘
└──────────────► INVO BACKEND ◄────────────┘
| Package | Runs on | Holds | Responsibilities |
|---|---|---|---|
invonetwork (this) |
your backend (Python 3.9+) | the game secret | mint tokens; initiate sends/transfers; currency + item purchase; server reads; verify webhooks |
@invonetwork/web-sdk |
the browser | a short-lived player token | passkey enroll/approve, self-claim, balances/destinations for the logged-in player |
The game secret authenticates every call here and must never reach a browser. Mint a
short-lived player token server-side with mint_player_token and hand that to the browser SDK.
Player token (session mint for an existing player)
mint_player_token mints a short-lived, game-scoped session token for a player who
already exists on your title: it is not a registration call. The backend looks the player
up by player_email and returns a token for their existing identity (or 404 if unknown). It
only needs player_email:
token = server.mint_player_token(player_email="player@example.com")
player_phone is optional here (validated as E.164 only if you pass it, and ignored by this
endpoint) — an existing email-only player still mints a token.
Where phone actually matters. A player's INVO identity encodes their phone, and cross-game money routing keys off it — but that's enforced on the money calls, not the token mint:
initiate_send/initiate_transferrequire the sender's phone (E.164), and take the recipient's phone. You can send by the recipient's phone alone — they supply their email when they claim.- An account with no phone can't receive cross-game money or take part in the account-linking consent SMS, so make sure players have a phone at creation / enrollment (in your own player system), before they transact.
Not in this SDK (by design): the browser WebAuthn ceremonies
This is the game-secret / server-side SDK. The player-token WebAuthn ceremonies — passkey
enroll, approve / step-up, confirm-receipt / claim, the enrollment OTP grant, and
device link — are not here, because they run in the browser (navigator.credentials) and
authenticate with the player token, not the game secret. Handle them one of two ways:
- Browser: use the JS
@invonetwork/web-sdkInvoClient(enrollPasskey,approveSend/approveTransfer,confirmReceipt*,enrollmentBegin/enrollmentVerify,linkDevice), or - Proxy: relay those player-token HTTP calls through your backend (the browser still performs the actual ceremony).
Everything else — mint, initiate, verify-SMS, claim, status, guardian, phone-share, passkey-recovery relay, checkout, purchase, item purchase, balances, inbound-pending, destinations, linked-identities, and webhook verification — is in this SDK.
Passkey recovery relay (recovery_begin / recovery_complete)
The recovery calls themselves are plain OTP posts (no WebAuthn), so a Python backend can
relay them. When the browser's enrollment is blocked with a 409 ENROLLMENT_REQUIRES_PROOF
(the player deleted/lost their passkey — the server can't know a device-side key is gone),
offer "Lost or replaced your passkey?":
# authed with the SDK player token (mint one, or relay the browser's) — NOT the game secret
server.recovery_begin(player_token=token) # code -> email on file first (text only if no email)
server.recovery_complete(player_token=token, code=otp) # deactivates the stale passkey
# then the BROWSER re-runs the normal enrollPasskey() ceremony — it now succeeds
recovery_beginsends the code email first; a text goes out only when there is no email on file. The SDK method takes no channel argument — for a "text me instead" tap, POST/api/sdk/device/recover/beginyourself with the player token and body{"channel": "sms"}. Errors:no_channel_on_file(422),rate_limited(429 — max 5 codes / 10 min).recovery_completeerrors:ENROLLMENT_CODE_INVALID(wrong/expired, attempt-capped),RECOVERY_FAILED(500, transient).- A player who lost the phone their INVO passkey was on can also recover from the hosted approval or claim page with no in-app call at all — see the console section below.
- Step 3 — the WebAuthn
create()ceremony — can only run in the browser (JS SDKenrollPasskey()); these two calls just clear the way for it.
⚠️ 24-hour money cooldown after recovery. A recovery-enrolled passkey logs in and collects funds immediately, but money-OUT approves return 403
PASSKEY_RECOVERY_COOLDOWNfor 24 hours (SIM-swap protection). Branch onerr.is_passkey_recovery_cooldown, show — "For your security, transfers are paused for 24 hours after a passkey reset. You can still receive funds. Try again aftererr.retry_after_at." — do not retry-loop it.
Before you go live
INVO enables each flow for your tenant in the console. What to do:
- Store the game secret server-side (env var / secret manager) and expose a small endpoint
that calls
mint_player_tokenso your front-end can fetch/refresh a player token. - Make sure players have a phone (E.164) at creation/enrollment — it's required on the money
calls (
initiate_send/initiate_transfer) and for cross-game receive, though not on the token mint itself (see Player token). - Set your webhook signing secret and verify every delivery with
verify_webhook— grant currency/items off webhooks, not synchronous responses. - For currency purchase: hosted checkout works out of the box; ask INVO to enable the
game/steamrails if you need them. Thesteamrail additionally requires the studio to register their own Steam app id + publisher Web API key and put a payment method on file — see the Steam section below. - For sends/transfers with passkeys: nothing to configure — new titles approve on INVO's
hosted page (your server starts the device approval grant; the browser half uses
@invonetwork/web-sdk'sapproveHosted(), consoles show the QR, the mobile plugins open the system browser). Only a tenant that verified a partner domain before the freeze uses the in-app ceremony on its own origins. Wire the approve step before launch: until a sender is enrolled they fall back to the deprecated SMS-PIN path, which is the flow you don't want your users on — see Passkeys are the gold standard. - For item purchase: nothing extra — it's a currency-balance debit.
If a flow isn't enabled yet, calls return a clear InvoError (e.g. TENANT_NOT_MIGRATED,
WEBAUTHN_NOT_ENABLED_FOR_TENANT, flow_paused) — coordinate with your INVO contact to turn it on.
Configuration
import os
from invonetwork import InvoServer, Hooks
server = InvoServer(
game_secret=os.environ["INVO_GAME_SECRET"], # server-side only
base_url="https://sandbox.invo.network/sandbox", # prod: "https://invo.network"
timeout=30, # optional, seconds (default 30)
max_retries=2, # optional, default 2 (0 disables)
retry_base_delay=0.25, # optional backoff base, seconds
user_agent="my-game/1.0", # optional; a sensible non-blocked UA is set by default
hooks=Hooks(), # optional observability (see below)
)
base_url must be https:// — the game secret travels in a request header, so plaintext is
rejected. http://localhost (and loopback) is allowed for local development only.
Construct one InvoServer and reuse it. All request methods are keyword-only for clarity.
Tiers: Open and Merchant of Record
Every INVO developer account is on one of two tiers. The tier decides who the seller is when a player pays by card, who handles sales tax, VAT and GST on those sales, and INVO's fees. The integration is the same on both: the same SDK calls, the same webhooks, the same payouts.
| Open (default) | Merchant of Record (by application) | |
|---|---|---|
| Who has it | Every account, from the day it is created | Accounts INVO has approved; apply from the Seller tier page in your INVO console |
| Seller on card sales | You. Your business is the seller | INVO is the seller |
| Sales tax, VAT, GST | You handle it. INVO does not calculate, collect or remit tax on your sales | INVO handles it: calculates, collects and remits consumption tax on your behalf, where INVO is registered |
| A player buys coins by card | 3.5% + $0.30, on top of the price when you acknowledge the total, otherwise taken out of the coins | 5% + $0.30 |
| Subscriptions | 4% + $0.30 per card charge | 5% + $0.50 per card charge |
| Chargebacks | The disputed amount comes out of your share; on subscription charges the dispute fee is passed through too | INVO manages the dispute and pays the dispute fee; the disputed amount comes out of your share and is restored if INVO wins |
| A player buys an item with coins | 10% (90% to you) | Same as Open |
On both tiers INVO processes the payment and pays your share out to your bank account, and Steam and game storefront purchases are sold by the storefront, which charges the player, handles the tax and takes its own cut (INVO adds no card fee there). Where a response or webhook reports a fee or your share, read it there rather than recomputing it. On subscription card charges made on a card issued outside the United States, or needing a currency conversion, the extra processing cost is passed through to you at INVO's actual cost, reported separately from INVO's fee. On Merchant of Record, if your chargeback rate (disputed card charges divided by successful card charges in a calendar month) goes above 0.75%, dispute fees on your subscription charges pass through to you as on Open and INVO reviews your approval. Full details: https://docs.invo.network/docs/tiers/
What the tier changes in what the SDK returns (all additive):
tax_treatmenton an Open account's card sales reads"partner_responsible"(you are the seller; INVO charged no tax). It appears asbreakdown.tax_treatmentonquote_currency_purchase()andtax_treatmenton thepurchase.completedwebhook. Tax amounts stay"0.00". Treat an unknown value as informational.- Receipts (Merchant of Record only). INVO issues a receipt for every card sale and a refund
receipt for every card refund, and emails it to the buyer when the buyer's email is known; the
number is always issued (a pending refund's number follows once it settles) and always reaches
you. The number and link reach you as
receipt_number/receipt_urlonpurchase_currency(),get_order_details()(fromGET /order-details, which returnsreceipt_number/receipt_url),get_purchase_status()(oncecredited),platform_commerce.get_status()and a paidfirst_charge, and indataof thepurchase.completed,platform_commerce.purchasedandsubscription.renewedwebhooks. The refund webhooks (purchase.refunded,platform_commerce.refunded,subscription.refunded) carry the refund receipt's. On Open, and on storefront rails, they areNone/ absent. Anyone with areceipt_urlcan read the receipt. - Chargeback reserve (Merchant of Record only). Part of your share of each card-funded sale (Platform Commerce card sales, card subscription charges) is held, by default 10% for 90 days (terms may differ per account), then released automatically. It affects your withdrawable balance, not anything this SDK returns: see https://docs.invo.network/docs/tiers/ for the balance fields.
Currency purchase (real money in)
Buy game currency with real money. Authenticated by the payment rail, not a passkey.
The card maximum is INVO's, not the SDK's
Minimum: $0.50. That is the card rail's own floor: below it a charge cannot settle at all, so this SDK checks it locally and always will.
Maximum: an INVO setting, $100,000.00 by default. It is changed by an INVO admin without a deploy, and it differs between sandbox and production, so this package does not pin it and never refuses an amount for being too large. Your amount is sent; INVO decides.
Before 3.11.0 the SDK enforced a hard-coded $999.99 and raised before any request was made, so a partner charging $50,000 failed inside the SDK and INVO never heard about it. A pinned limit is wrong by construction here: the moment anyone edits the setting, every installed copy of the SDK is stale, and the only fix is a release. Removing the local ceiling means the SDK can waste a round trip on an amount INVO refuses; keeping it meant the SDK could block a sale INVO would have taken. Only one of those is recoverable without a package upgrade.
When INVO refuses an amount this SDK allowed, you get a 400 and err.is_above_card_maximum is True. Nothing was charged.
try:
server.create_checkout(player_email=email, usd_amount="50000.00")
except InvoError as err:
if err.is_above_card_maximum:
# err.message carries the figure in force for THIS environment, e.g.
# "Card purchases must be $100,000.00 or less." Do not retry it unchanged:
# lower the amount, split the sale, or ask INVO to raise the setting.
log.warning(err.message)
The live figure for a tenant is also the max_amount of the hosted checkout's validate-game read, alongside min_amount. Read it if you want to show a limit in your own UI rather than hard-coding one, and re-read it, because it can change under you.
Per-customer velocity limits sit underneath the per-charge maximum (hourly, daily and monthly, per player per game) and are INVO's too. Exceeding one is a 429; see err.retry_after.
INVO's card fee: quote, show, acknowledge
On the card rail a player pays INVO's card fee on top of the price: 3.5% + $0.30 on the Open tier (see Tiers), never less than what the card rail itself costs. When you acknowledge the quoted total, the coins are priced off the price you list, so the player gets every coin you listed; if you do not acknowledge it, the fee comes out of the coins (below). Steam and game storefront purchases carry no INVO card fee.
- Hosted checkout (
create_checkout) adds the fee to the price and shows it on the page as its own line before the buyer pays. Nothing to do on your side. - Direct rail (
purchase_currency) confirms the charge in the same request, so there is no moment in which INVO could show the player a new figure. You show it, from a quote:
# 1. Quote. Moves no money and creates nothing; safe on every price render.
quote = server.quote_currency_purchase(
usd_amount="10.00", # the price you list, the same usd_amount you will send
player_email="p@example.com", # optional here; INVO throttles quotes per player with it
country="US", # optional billing country; omitted, the quote is untaxed
)
# quote.total_usd == "10.65" price 10.00 + card fee 0.65: SHOW THIS
# quote.processing_fee_usd == "0.65" quote.subtotal_usd == "10.00" quote.coins == "100.00"
# quote.breakdown the lines to show (subtotal, fee, tax, total, notes)
# quote.if_unacknowledged what happens if you skip step 2 (see below)
# 2. Purchase with the total the player saw.
purchase = server.purchase_currency(
player_email="p@example.com",
usd_amount="10.00",
acknowledged_total_usd=quote.total_usd, # the card is charged exactly this: 10.65
purchase_reference=str(uuid.uuid4()),
payment_method_id="pm_...",
)
# purchase.charge_total_usd == "10.65" purchase.processing_fee_usd == "0.65"
# purchase.fee_taken_from == "charge" purchase.coins_credited == "100.00"
Without acknowledged_total_usd the card is charged exactly usd_amount, never more, and the
fee comes out of the coins instead. $10.00 unacknowledged charges $10.00, prices the coins at
$9.37 and credits 93.70 coins at the default rate of 10 per USD, with a $0.63 fee
(fee_taken_from == "coins"); quote.if_unacknowledged shows that outcome in advance. An
unacknowledged amount too small to carry the fee is refused before anything is charged
(400 AMOUNT_BELOW_FEE, err.is_amount_below_fee).
If the total changed since you quoted it (a fee or tax setting moved), nothing is charged and
the call raises 409 QUOTE_STALE (err.is_quote_stale; err.expected_total_usd is the new
figure). Quote again, show the new total, and purchase with a new purchase_reference: the
old one is tied to the refused order. Same for AMOUNT_BELOW_FEE.
Read charge_total_usd for what the card was charged. The older purchase_details["usd_charged"]
keeps its old meaning, the usd_amount you sent, and does not include the fee.
Hosted checkout (recommended — you never touch card data)
result = server.create_checkout(
player_email="p@example.com",
usd_amount="20.00", # USD. Minimum $0.50. The maximum is an INVO setting
# ($100,000.00 by default), enforced on the request.
rail="platform", # optional: "platform" (default) | "game" | "steam"
success_url="https://you/buy/ok",
cancel_url="https://you/buy/cancel",
metadata={"your_order_id": "ord_42"}, # echoed on the purchase.completed webhook (all rails); order_id also reconciles
)
# -> send the browser to result.checkout_url. Token TTL is result.expires_in_seconds (~900s).
# result.session_token is the credential for the status read below (INVO's own field).
The INVO-hosted page handles card entry, saved cards, and 3-D Secure. Reloading the URL after a
completed payment is idempotent — it shows an already-complete success screen, not an error.
Grant currency off the purchase.completed webhook, not this response.
Did the purchase go through? (the status read)
get_purchase_status answers, in six words, what a checkout purchase is doing. Poll it until
INVO says it is finished and the buyer always has something true on screen, including the case
where INVO has their money and they do not have their coins. That case used to close the page
on nothing: no coins, no error, no receipt.
result = server.wait_for_purchase(
session_id=checkout.session_id,
session_token=checkout.session_token, # the credential; the id in the path is a label
interval=1.5, # seconds; the limit is 600 reads/min per IP
timeout=300, # the cap; on it you get the last result, never a raise
on_update=render, # every read, terminal or not
)
if result.is_credited:
grant(result.coins_credited, result.currency_name, result.new_balance)
elif result.message:
show_verbatim(result.message, result.order_id) # never paraphrase it
if result.nothing_was_charged:
offer_try_again() # ONLY when INVO says nothing was taken
else:
offer_contact_support()
server.get_purchase_status(session_id=..., session_token=...) reads once instead. Both are
authenticated by the session token, not the game secret. They are the same call the buyer's
own page makes.
status |
terminal |
What it means | What to show |
|---|---|---|---|
pending |
no | No payment seen for this checkout yet | keep the spinner |
paid_pending_credit |
no | A charge is open, the coins are not in the balance yet, normally seconds | keep the modal open ("Finishing your payment and adding your coins"); after ~60s add the order id and a Contact support link, and keep polling |
credited |
yes | Charged and credited | coins_credited, currency_name, new_balance when not None |
refused |
yes | This purchase will not credit; reason_code says why |
message verbatim + order_id + Contact support |
refunded |
yes | The money went back | message verbatim + order_id |
expired |
yes | Never paid, can no longer be paid | message verbatim; offer a new checkout |
Rules worth taking literally:
- Stop on
result.terminal, never onstatus.terminalis INVO's answer and this SDK never recomputes it, so a status a later release adds cannot make this build decide a purchase finished, or finished well. An unknown status is never read as a success. paid_pending_creditis not a failure, however long it takes. INVO's reconciler recovers a stalled credit. Telling a buyer they lost money they are about to receive is worse than the silence.- A failed poll is not a failed purchase.
wait_for_purchasepolls through a dropped connection, a timeout, a 429 and a 5xx; it raises a401,403or410at once (err.is_wrong_session_purpose,err.is_checkout_session_mismatch,err.is_checkout_session_expired). - Render
messageverbatim and never showreason_codeon its own. The six post-charge refusal codes all read the same to a buyer (they paid and the coins are not there), and the code exists for support to quote. Offer a Try again only whereresult.nothing_was_chargedisTrue(PAYMENT_DECLINED,PAYMENT_CANCELLED,expired); every other refusal happened after the card was charged. expiredis not declared the second the link lapses. A payment made in the last minutes of a checkout can leave no order row until a recovery sweep finds it, so an unpaid checkout readspendingfor about 30 minutes past expiry. Poll through it.amount_charged_usdminuslisted_usdis the processing fee the buyer pays on the card rail. A buyer billed 207.30 for a 200.00 pack will ask; both numbers are here.- Storefront (in-client) purchases do not reach this read. Those orders are keyed on your own
purchase reference rather than on a checkout session, so a lookup by session id finds nothing
and answers
pending. Do not conclude the purchase never happened. new_balanceisNoneonce the session is past its expiry: the token rides in the checkout URL, so a stale link must not serve a live wallet.coins_creditedandtransaction_id, which are about this purchase, still come back.wait_for_purchaseblocks, so it suits a worker or a job rather than a request handler with a short timeout. Passshould_stopto end it early, andsleepto drive it in tests.
Payment rails (neutral names)
rail selects who processes the payment. Use the neutral names; INVO enables the ones your
tenant is approved for.
rail |
What it is | Notes |
|---|---|---|
"platform" |
INVO's own checkout (default) | Cards + Apple Pay / Google Pay / Link + international billing, on the hosted page; no app-store commission |
"game" |
Your own processor | You may get a payment_url to redirect to (status == "pending_payment") |
"steam" |
Steam's in-client purchase flow | Hosted checkout / initiated on Steam's side — rejected by purchase_currency (WRONG_RAIL_ENDPOINT) |
Steam titles: before any of this works, the studio has setup to do
Steam pays whoever owns the Steam application. Every INVO title therefore sells currency through its own Steam app, and the money lands in the studio's own Steamworks account. INVO issues the player's currency the moment Steam captures the charge, then settles with the studio separately against a payment method they keep on file.
Once per title, in the INVO dashboard:
- Enable in-game purchases (microtransactions) for the app in Steamworks.
- Create a publisher Web API key — a publisher group key, not a personal user key, with the app in the group. A personal key fails verification.
- Enter the app id and that key under the title's Steam settings. INVO calls Steam to prove the pair before saving it.
- Add a payment method on the Billing screen and accept the authorisation.
Until all four are done, purchases are refused before the player is charged:
STEAM_NOT_CONFIGURED(503) orPARTNER_BILLING_NOT_SET_UP(409). That is deliberate — the alternative is taking a player's money for currency that cannot be issued.This changed in September 2026. Versions before 3.4.0 said Steam purchases ran through an INVO-owned Steam app and there was nothing to register. That was true while one INVO application billed every title; it is not true now, and following the old text leaves the rail closed.
Steam titles: currency must be bought through Steam, and INVO sets the packs.
A title distributed on Steam may only sell currency on the
steamrail — any other rail is refused with409 STEAM_PURCHASE_LAYER_REQUIRED. This is a platform requirement, not an INVO preference, and it applies to every storefront the title ships on because a player's balance is shared across them.You do not set Steam prices and you do not send an amount. INVO defines the pack catalogue for every game on the network. Fetch it with
GET /steam/packs?steamid=..., render it, and pass thepack_idback to the purchase call.The price is the same everywhere; the currency inside is not. Steam prices are VAT-inclusive wherever VAT is collected, so more of a fixed price goes to tax in a high-VAT country and less is left to buy currency with — the same $9.99 pack yields 69 units in the US and 58 in France. Always pass
steamidwhen fetching the catalogue, or the amounts are quoted with no VAT deducted and your store promises more than the purchase delivers. Do not cache one catalogue for all players and do not hard-code amounts: pack prices and VAT rates are both configuration.
Omit rail to use "platform". Amounts are USD, minimum $0.50; the maximum is an INVO setting ($100,000.00 by default) and is enforced on the request, not in this package. See The card maximum is INVO's, not the SDK's.
Steam purchases (packs, not prices)
Steam has first-class SDK methods as of 3.5.0: steam_packs(),
steam_init_purchase(), steam_finalize_purchase() — all on InvoServer,
all server-side. purchase_currency still rejects rail="steam" with
WRONG_RAIL_ENDPOINT and points you here.
INVO owns the pack catalogue. You never send a price. Fetch the packs, show
them, pass a pack_id back.
# 1. The catalogue, priced for THIS player. Always pass steamid.
result = server.steam_packs(steamid=steam_id)
# result.packs: [SteamPack(pack_id, label, price_usd, currency_amount), ...]
# 2. Start the purchase with the pack the player chose.
init = server.steam_init_purchase(
player_email="player@example.com",
steamid=steam_id,
pack_id="steam_medium", # NOT a price
purchase_reference=my_idempotency_key, # unique per INTENDED purchase; reuse on retry
metadata={"player_id": my_player_id}, # echoed on the purchase.completed webhook
)
# -> init.order_id, init.steam_transid, init.charged_usd, init.currency_amount
# 3a. CLIENT SESSION (default): Steam shows its in-game overlay; your game
# client receives MicroTxnAuthorizationResponse_t and tells your backend.
# 3b. WEB SESSION: for platforms where the overlay does not render (observed:
# Electron on macOS). Pass usersession="web" + player_ip (the PLAYER's IP,
# never your server's) and open init.steam_checkout_url as a TOP-LEVEL
# browser tab — it cannot be iframed.
# 4. Finalize: INVO re-checks the authorization with Steam, captures, credits.
done = server.steam_finalize_purchase(order_id=init.order_id)
# -> done.status == "success", done.new_balance, done.already_processed, done.credited
# done.credited is True means the currency is in; see "credited: did the coins arrive?".
The price is identical everywhere; the currency inside is not. Steam prices
are VAT-inclusive wherever VAT is collected, and the storefront's revenue share
comes out before currency is derived — the same $9.99 pack yields 69
units in the US and 58 in France, and a $4.99 pack yields 34, not
50. Render currency_amount verbatim; never compute currency from the
sticker price.
Finalize is idempotent, and not every 409 means "try later". A replay
returns already_processed=True and never credits twice. For a poller,
branch on the error:
| Signal | Meaning | Do |
|---|---|---|
err.is_steam_authorization_pending |
player has not approved yet (Init) |
keep polling / wait for the callback |
err.is_steam_authorization_dead |
any settled status: Cancelled / Failed / Refunded / PartialRefund / Chargedback / anything else non-Init |
stop — no later call can succeed |
err.is_steam_app_changed |
the title's registration changed under the order | stop; terminal for this order |
| HTTP 502 / 503 | transient | retry |
"Order is not finalizable" (4xx, no not_authorized) |
the reconciler already settled the order's fate | stop |
A poller that treats every 409 as "not yet" polls a dead order forever. A missed finalize is not a lost credit — INVO's reconciler independently detects the authorized transaction and credits, on a delay.
Refusals before any charge, so a player is never charged for currency that cannot be issued:
-
err.is_partner_credit_unavailable— the studio's settlement float cannot cover it. Plain failure toast; do not hot-poll init (each attempt briefly re-reserves headroom), and reuse the samepurchase_referenceon a manual retry. -
err.is_partner_rail_suspended— terminal from the game's seat until the studio resolves it in the INVO console. -
err.is_unknown_steam_pack— re-fetchsteam_packs(); the body'svalid_pack_idslists what exists. -
err.is_steam_not_configured(503) /err.is_steam_rail_not_entitled(403) — the studio's one-time Steam setup is incomplete. -
A locked Steam account is refused up front with
409 STEAM_ACCOUNT_LOCKED. -
Always pass
steamidtosteam_packs(). Without it the amounts are quoted with no VAT deducted — the most any pack yields — so your store promises more than the purchase delivers. -
Do not cache one catalogue for all players, and do not hard-code amounts. Pack prices and VAT rates are configuration and change without an SDK release.
-
On a Steam-distributed title, a channel key may only sell on its own channel's rail. A mismatched caller is refused with
409 STEAM_PURCHASE_LAYER_REQUIRED. (The old absolute form -- "only the Steam rail, across every storefront" -- was the rule before 2026-08-31 and no longer holds for channel-keyed callers.) -
Correlation is
metadata, notpurchase_reference. The webhook payload deliberately omits your idempotency key; put your own player/order ids inmetadataand read them back atdata["metadata"]onpurchase.completed-- note the Steam rail ADDS its own context keys (steam_wallet_currency,steam_country,steam_account_status,vat_rate_pct) into the echoed object, so avoid those names in yours (data["channel"]is the channel of the KEY you presented --"steam"when you call with your Steam channel key;Noneon a legacy game key).
Direct rail (advanced — you tokenize the card yourself)
import uuid
quote = server.quote_currency_purchase(usd_amount="20.00", player_email="p@example.com")
# show the player quote.total_usd ("21.00": 20.00 + the 1.00 card fee)
purchase = server.purchase_currency(
player_email="p@example.com",
usd_amount="20.00",
acknowledged_total_usd=quote.total_usd, # optional; without it the fee comes out of the coins
purchase_reference=str(uuid.uuid4()), # idempotency key, required
rail="platform",
payment_method_id="pm_...", # a tokenized payment method
metadata={"your_order_id": "ord_42"}, # keys starting with _invo_ are reserved and dropped
)
if purchase.status == "success":
pass # captured; purchase.new_balance, .coins_credited, .charge_total_usd, .processing_fee_usd
elif purchase.status == "requires_action":
# 3-D Secure: run the client action with purchase.client_secret, then:
c = server.confirm_payment(payment_intent_id=purchase.payment_intent_id)
# read c.credited, not c.status (see below)
elif purchase.status == "pending_payment":
pass # redirect the browser to purchase.payment_url (game rail)
rail="steam" is rejected here (WRONG_RAIL_ENDPOINT) — Steam uses its own in-client flow.
Reconcile with server.get_order_details(order_id=...). Most integrations should prefer hosted
checkout.
credited: did the coins arrive?
confirm_payment() and steam_finalize_purchase() keep status == "success" whenever the
payment succeeded. That alone does not prove the coins were added, so both results carry
credited and reason_code (backends from 2026-09-24):
c = server.confirm_payment(payment_intent_id=pi_id)
if c.credited is True:
pass # the coins are in: show "purchase complete"
elif c.credited is False and (c.reason_code or "").startswith("CREDIT_REFUSED_"):
# e.g. "CREDIT_REFUSED_MINT_CEILING": the money was taken and no coins were added.
# INVO is alerted. Do NOT ask the buyer to pay again.
pass
elif c.credited is False and c.reason_code:
pass # "REFUNDED" or "CHARGEBACK_LOST": the payment went back to the buyer
elif c.credited is False:
pass # reason_code is None: still being finished; poll get_order_details until "completed"
else:
pass # credited is None: an older backend; fall back to the order status
Show "purchase complete" only when credited is True. already_processed is also True
whenever the call added nothing (a refused credit included), so do not read success from it.
Refunds of coin purchases
Only coins the player has not spent can be refunded. Spent coins are never refunded.
- If part of a purchase has been spent, a refund covers the unspent part only, in proportion.
- Coins that left the balance after the purchase (items, transfers, sends) count as spent first. Coins received later do not make a spent purchase refundable again.
- A refund never takes the balance below zero.
- Refunds of card coin purchases are issued by INVO; this SDK has no call for them. To request
one for a player, contact INVO support with the
order_id. Thepurchase.refundedwebhook reports what happened. - Steam and game storefront purchases are refunded by the storefront, on its side.
Platform Commerce and subscription refunds have their own calls and rules, in their sections.
Item purchase (spend game currency)
Spend the currency a player already owns to buy an in-game item. A balance debit — no real money, no payment rail, no passkey — server-side only. Amounts are in game-currency units.
import uuid
item = server.purchase_item(
client_request_id=str(uuid.uuid4()), # idempotency key, unique per game
player_email="p@example.com",
player_name="P",
item_id="sword_001",
item_name="Legendary Sword",
item_quantity=1, # integer 1..1000
unit_price="100.00", # > 0 and <= 999999.99
total_price="100.00", # must equal unit_price * item_quantity (+/-0.01)
# optional: player_phone, item_description, item_category
)
# item.status == "success"; item.new_balance / item.previous_balance / item.currency_name
# item.transaction_id / item.order_id; item.financial_breakdown
- Grant the item off the
item.purchasedwebhook, not just this response. INVO debits currency and records the purchase; your game owns the item catalog and grants the item. - Idempotent on
client_request_id— a duplicate raises409(err.is_duplicate_request). - Insufficient balance raises
400(err.is_insufficient_balance;required_amount+current_balanceonerr.body). - Client-side validation (missing fields, quantity outside
1..1000, bad price, total mismatch) raisesINVALID_INPUTbefore any network call.
Companion reads: get_item_purchase_history(player_email=..., limit=?, offset=?) and
get_item_order_details(order_id | transaction_id | client_request_id) (pass exactly one id
— use client_request_id for recovery: "did this purchase complete?"). To walk the full
history, iterate — it pages automatically:
for row in server.iterate_item_purchase_history(player_email="p@example.com"):
...
Platform Commerce (ecommerce)
This is not item purchase. Item purchase is a game tenant spending a player's existing game currency on an in-game item — always a balance debit, never a card, no refunds. Platform Commerce is a platform tenant (a non-game app: vertical video, creator merch, marketplace) running a storefront: the buyer pays with INVO balance or a real card (new money), and refunds exist. Who the seller of record is on the card leg depends on your tier. Only platform tenants may call it — a game tenant gets
403(err.is_not_platform_tenant).
The funding source is resolved server-side under lock — the client can request balance or
card, but the backend verifies the real balance before value moves. This SDK is the server
half: it creates purchases and refunds. On the card leg, INVO hosts the entire checkout
(card fields, Apple Pay / Google Pay, billing-address collection, 3-D Secure) — the server call
returns a checkout_url and your app just sends the buyer there. There is no billing address
in the request and no client payment code to write.
import uuid
# Balance leg — settles synchronously
r = server.platform_commerce.purchase(
client_request_id=str(uuid.uuid4()), # idempotency key, unique per tenant
funding_source="balance",
player_email="user@example.com",
player_name="Ada",
item_id="sticker_pack_01",
item_name="Sticker Pack",
item_quantity=1, # integer 1..1000
unit_price="5.00", # BALANCE leg: the tenant's network-currency amount
total_price="5.00", # must equal unit_price * item_quantity (+/-0.01)
)
# r.status == "success"; r.new_balance / r.currency_name / r.order_id
# r.financial_breakdown # INVO fee: 3.5% flat
# Card leg: returns a hosted-checkout session; NOT yet paid. total_price is USD, min $0.50;
# the maximum is an INVO setting ($100,000.00 by default), enforced on the request.
r = server.platform_commerce.purchase(
client_request_id=str(uuid.uuid4()),
funding_source="card",
player_email="user@example.com",
player_name="Ada",
item_id="sticker_pack_01",
item_name="Sticker Pack",
item_quantity=1,
unit_price="5.00", # CARD leg: USD
total_price="5.00",
success_url="https://app.example/thanks", # optional: where the buyer lands after paying
cancel_url="https://app.example/cart", # optional: where the buyer lands on cancel
metadata={"cart_id": "c_9"}, # optional: echoed back on the webhook
)
# r.status == "requires_payment"
# r.checkout_url → send the buyer here (redirect, or the JS SDK's mountCheckout embed)
# r.session_id / r.expires_at (unix seconds)
# Status + refunds
s = server.platform_commerce.get_status(r.order_id)
# s.status: "completed" (balance now; card after the webhook) | "pending_payment" | "refunded"
ref = server.platform_commerce.refund(order_id=r.order_id, reason="customer request")
# or refund(client_request_id=...). Pass EXACTLY ONE id.
# INVO retains its fee (ref.fee_retained is True); the customer is made whole minus that fee.
# A second refund of the same order raises 409 (err.is_already_refunded) — treat as already done.
Card sales refunded in parts. A card refund normally returns the whole charge in one go, and
the result is as above. A sale ends up refunded in parts only when part of the charge was already
refunded outside INVO's API: the next refund() records that existing refund and moves no new
money (ref.adopted is True, ref.partial_refund is True, ref.refunded_total_usd,
ref.charge_total_usd, ref.remaining_usd; the order stays completed). Every figure is then
that refund's own share, and partial_refund / refunded_total_usd / charge_total_usd are set
on each part (partial_refund is False on the last); on a one-shot full refund the parts fields
are None, and adopted can still be True if the call recorded an existing full refund.
# Refund what is left, on purpose:
server.platform_commerce.refund(order_id=order_id, refund_remaining=True)
# Within 120 s of the order's last refund, also confirm_additional_refund=True.
-
err.is_refund_remaining_requires_confirmation(409REFUND_REMAINING_REQUIRES_CONFIRMATION): sendrefund_remaining=True;refunded_total_usd/remaining_usdare onerr.body. Nothing moved. -
err.is_refund_recently_issued(409REFUND_RECENTLY_ISSUED): a refund of this order was applied in the last 120 seconds. Re-read the order; sendconfirm_additional_refund=Trueto refund anyway. -
err.is_refund_not_completed(502REFUND_NOT_COMPLETED): the card refund failed, was canceled or still needs an action. Nothing was recorded; retry (a refund that was in fact created is recorded on the retry, never issued twice). -
platform_commerce.refundedfor a sale refunded in parts also carriespartial_refund,refunded_total_usdandcharge_total_usd(refunded_amountis that refund's own amount); a one-shot full refund sends none of them. -
Fulfill card orders on the
platform_commerce.purchasedwebhook, never on the client return — the sale is real only once the payment settles on INVO's hosted page. -
Idempotency on
client_request_id: a duplicate BALANCE purchase raises409(err.is_duplicate_request); a duplicate CARD purchase replays the same checkout session (r.idempotent_replay is True, same URL — never a second charge), so a lost card-leg response is safely recovered by retrying with the sameclient_request_id. -
INVO fee: 3.5% flat (balance) · 3.5% + $0.30 (card). Too-small amounts raise
err.is_amount_below_minimum/err.is_below_card_minimum(card < $0.50); a card total over INVO's maximum single card charge comes back aserr.is_above_card_maximum(400) with the live figure inerr.message. -
Client-side validation (missing fields, bad
funding_source, quantity outside1..1000, total mismatch, card total under $0.50, non-E.164player_phone) raisesINVALID_INPUTbefore any network call. The card maximum is deliberately not among them: see The card maximum is INVO's, not the SDK's.
Subscriptions (recurring billing)
A subscription is a standing agreement your server creates: INVO bills one of your players a fixed USD price on a fixed interval and grants them your title's currency each period. You keep the entitlement (what the member gets in your title). INVO keeps the clock, the charges, the retries, the notifications and the revenue split. Each period INVO charges the rail behind the subscription and splits the period's coins between INVO's platform fee and your revenue, settled through your normal partner payout.
Two rails, fixed at creation:
funding_rail |
Who pays each period | Created by |
|---|---|---|
card |
the member's saved card on file with INVO, charged the full price every period | server.subscriptions.create(...) |
steam |
the member's Steam wallet, through a recurring agreement they authorise once (the INVO wallet is spent first; Steam tops up the shortfall) | server.subscriptions.steam_init(...) then steam_finalize(...) |
- Card rail: card only (since 2026-09-17). The card is charged the full price every period, whatever the member's coin wallet holds. The coins that charge buys are minted and spent in the same step, so the wallet never pays for a card subscription and never moves. There is no shortfall, no rounding and no minimum top-up. On the Open tier INVO's fee is 4% plus $0.30, on the full price ($9.99 pays INVO $0.70 and you $9.29); 5% plus $0.50 on the Merchant of Record tier (see Tiers). Subscriptions are their own rate: item purchases stay at 10/90.
- Steam rail: unchanged. INVO spends the member's wallet first and tops up from Steam for the shortfall only.
- Save a card before
subscriptions.create. A member with coins but no saved card is still subscribed (the create succeeds), but the first charge fails withfailure_code "no_payment_method"and the subscription enters dunning. Coins never pay it. wallet_onlyis deprecated. It is still accepted and returned, but awallet_only=Truecard subscription never charges a card and so can never be paid: every charge fails withfailure_code "wallet_only"and it lapses toexpired. Do not send it on new integrations.
One item_id per recurring product, shared across rails. The one-live-subscription rule is
per (game, player, item_id) and is rail-agnostic: a member with a live card subscription to
guild-42-membership cannot start a Steam one to the same item_id, and vice versa. So the
subscription's item_id is the recurring product's handle, the same on both roads, and it
must differ from any one-off pack id you sell (a Steam pack, a currency bundle, an in-game item).
Before you create your first subscription: the title must be
livein the environment you are calling (testingis refused with403 GAME_NOT_LIVE,err.is_game_not_live; make it live in the developer console, in sandbox too), and you must have a webhook target registered, renewals, failures, authentication challenges, cancellations, expiries and refunds are all reported by webhook, and some carry data you cannot fetch any other way.
The two clocks
Two different dates live on every subscription and must not be confused:
| Field | Meaning | Exists when |
|---|---|---|
current_period_start / current_period_end |
the billing window INVO is currently billing or about to bill, a projection | from the instant of creation, before any money has moved |
paid_through |
the entitlement boundary: the furthest date the member has actually paid for | only after a period has been charged successfully; None before that |
Grant access from paid_through, never from current_period_end. A subscription created a
minute ago has a current_period_end a month out and a paid_through of None until its first
charge lands.
Statuses: trialing, active, past_due (a charge failed, INVO is retrying, access retained)
and awaiting_authentication (a card charge needs the cardholder, nothing charged, not a
failure) are live. pending_steam_authorization (Steam, waiting for the member) is not.
canceled and expired are terminal. One live subscription per (player, item_id).
Cards for subscriptions
A card subscription needs a card saved for later, off-session use. The recommended way to save one is the INVO-hosted card page: two server-to-server calls and one redirect, no browser code, and nothing in your integration references a card processor or loads its script, so INVO can change processor without you changing anything. Your PCI scope does not change: the subscription endpoints never receive card data and neither does this SDK.
1. Mint a card-setup session on your server. The member must already exist in your title; this call never creates players.
session = server.cards.create_setup_session(
player_email="member@example.com",
success_url="https://your.game/billing/card-saved?member=7", # optional: where the page sends the member after the save; put your own correlation id here
)
# session.session_id, session.card_setup_url, session.expires_at (10 minutes from now)
2. Send the member to session.card_setup_url. Open it as a top-level page (a redirect or a
new tab); do not frame it. The page says in words that no money moves. The member enters the
card, authenticates with their issuer if the issuer asks, and INVO saves the card and then
redirects to your success_url (or shows "Card saved, you can close this window" when you gave
none). You write no browser code for this step and you never see a client secret, a publishable
key or a processor name.
3. Read the card back and subscribe. A card saved this way
appears in cards.list immediately, carries the off-session consent a subscription needs,
and is indistinguishable from one saved any other way. The id is the only handle INVO returns
for a card.
cards = server.cards.list("member@example.com").cards # unexpired, newest first
r = server.subscriptions.create(
client_request_id="guild-42-member-7",
player_email="member@example.com",
player_name="Member",
item_id="guild-42-membership",
amount_usd="9.99",
player_card_id=cards[0].id, # or omit it: INVO attaches the member's newest unexpired saved card
)
A brand-new member (no player in your title yet). The card page needs an existing player and
there is no create-player call, so bring the member into your title first. Two ways that move no
money: subscriptions.create with trial_days creates the player and a trialing subscription
(first_charge.status == "skipped_trial"); or a card-less subscriptions.create (no
player_card_id, no saved card yet) creates the player and the subscription, and its first charge
is recorded as failed with failure_code "no_payment_method" (outcome insufficient_funds), so
the subscription sits in dunning with access retained. Then mint the card session and send the
member to the page. After the save either call subscriptions.set_payment_method(id, player_card_id=...) or do nothing: INVO adopts the member's newest saved card at the next attempt
and attaches it. A currency purchase also creates the player, and with save_card=True saves the
card in the same step.
What to expect.
- The session lives 10 minutes. Entering a card is one sitting. Mint the link when the member
is about to use it, not ahead of time. An expired link shows the member a message asking for a
new one; a new
create_setup_sessioncall is all it takes. - The link may be reloaded freely before the card is saved. A reload after the issuer has authorised the card opens directly on the final "finish saving" step rather than asking for the card again.
- Once the card is saved the link is spent. Reopening it returns the same saved card and
redirects to
success_urlagain; nothing is saved twice. - If saving fails after the issuer authorised the card, the page tells the member to try again and the same link keeps working; nothing is recorded until the save succeeds. If what the member entered is not a card (a bank account, for instance) the page stops with a terminal message and a new link is needed.
- There is no webhook for a saved card.
cards.listis the signal: read it when the member lands onsuccess_url, or right before the nextsubscriptions.create. create_setup_sessionis never auto-retried. Each call mints a fresh link, so on a timeout or 5xx just call it again.success_urlis redirected to verbatim, with nothing appended, andmetadatais stored on the session and not returned anywhere today (no read returns the session). Put your own correlation id insuccess_url.cancel_urlis carried on the session but not used by the page today.
Errors from create_setup_session. Match on err.code, never on the message.
| Helper / code | HTTP | Meaning |
|---|---|---|
.is_invalid_player_email (INVALID_PLAYER_EMAIL) |
400 | player_email is not an email address (INVO checks for an @). A missing or blank player_email never reaches INVO: the SDK raises INVALID_INPUT with .status == 0 first |
.is_player_not_found (PLAYER_NOT_FOUND) |
404 | the member does not exist in this title yet. Create the player first (any call that creates players, for example a currency purchase); the card page never creates one |
.is_invalid_input (INVALID_INPUT) |
400 | success_url or cancel_url uses a script scheme (javascript:, data:, vbscript:). http(s) and app deep-link schemes are fine. The SDK refuses the same values before the network with .status == 0 |
no code, err.status == 401 |
401 | the game key is missing or wrong for this environment (body is {"message": ...}) |
no code, err.status == 403 |
403 | the game is not live or testing |
err.status == 503 (the error_code names the cause) |
503 | card setup is not available right now; retry shortly |
Rate limit: 2000 per minute per game key with a per-IP floor; on a 429 honour err.retry_after.
The processor-bound alternative: cards.begin_setup / cards.confirm_setup. Use these only
if you already run a card form in your own client against INVO's current card processor.
begin_setup hands back a client_secret that only that processor's client library can consume,
so the browser code you write for it is bound to the processor of the day and will need rework
when INVO changes processor. create_setup_session does not have that problem, which is why it is
the recommended path. begin_setup charges nothing and the player must already exist in your
title (this endpoint does not create players).
import uuid
setup = server.cards.begin_setup(
player_email="member@example.com",
setup_reference=str(uuid.uuid4()), # idempotency anchor, reuse it on retries
payment_method_id=payment_method_id, # a card tokenised on the client by the card form (optional)
)
if setup.status == "succeeded":
card_id = setup.card.id # the ONLY handle for the card; pass it as player_card_id
else:
# "requires_action" / "requires_confirmation" / "requires_payment_method":
# hand setup.client_secret (+ setup.publishable_key) to the card form on the client,
# let it confirm / authenticate, then record the card:
confirmed = server.cards.confirm_setup(setup_intent_id=setup.setup_intent_id)
card_id = confirmed.card.id # idempotent: confirmed.already_saved on a repeat
cards = server.cards.list("member@example.com") # unexpired cards, newest first
# cards.cards[0].id / .brand / .last_four / .exp_month / .exp_year
Failures: CARD_DECLINED, SETUP_FAILED, INVALID_PAYMENT_METHOD, RAW_CARD_NOT_SUPPORTED
(send a tokenised card, never raw card numbers), PLAYER_NOT_FOUND (404), SETUP_REFERENCE_REUSED
(409, same reference with different parameters), CARD_PERSIST_FAILED (500, the card was
authorised but not recorded; call confirm_setup again with the same setup_intent_id).
While the client has not finished, confirm_setup answers 400 {"status": "still_requires_action"}.
Saving the card during a purchase also works: a currency purchase with a new
payment_method_id and save_card=True saves it with the off-session consent as a side effect
(the purchase response carries card_saved: true; fetch the id from cards.list).
The card road
1. Capture a card (server.cards)
Three ways to save one, described in Cards for subscriptions above:
the INVO-hosted card page through cards.create_setup_session (recommended), the processor-bound
cards.begin_setup / cards.confirm_setup pair, or a purchase with save_card=True. Whichever
you use, the card's id comes from cards.list.
Hosted checkout does not save a card for subscriptions, and cards saved through
saved_card_id purchases or before this behaviour shipped do not carry the off-session consent a
subscription needs, the member must save the card again.
cards = server.cards.list("member@example.com") # unexpired cards, newest first
# cards.cards[0].id / .brand / .last_four / .exp_month / .exp_year
2. Create the subscription and handle first_charge
create charges the first period before responding (unless it is a trial), expect it to
take as long as a card charge. It is idempotent on client_request_id.
import uuid
key = str(uuid.uuid4()) # generate ONCE per subscription, persist it, reuse it on every retry
r = server.subscriptions.create(
client_request_id=key,
player_email="member@example.com",
player_name="Ada", # used only if the player does not exist yet
item_id="guild-42-membership", # your entitlement handle; one live sub per (player, item)
item_name="Guild 42 membership", # optional, echoed on events
amount_usd="9.99", # decimal string; keep at or below 25000.00 PER CHARGE to be chargeable
interval="month", # "month" (default) | "year"
interval_count=1, # 1..36; 3 + "month" bills quarterly
player_card_id=card_id, # optional: omitted, INVO picks the newest saved card
metadata={"guild_id": "42"}, # optional, echoed on every read and event (not `_invo`)
consent={ # optional but SEND IT, a disputed charge is argued from this
"consent_at": "2026-09-06T14:01:50+00:00",
"consent_ip": "203.0.113.7", # the MEMBER's IP as your server saw it
"consent_user_agent": "Mozilla/5.0 ...",
"disclosed_amount_usd": "9.99",
"disclosed_interval": "month",
"terms_version": "2026-09",
},
)
sub, first = r.subscription, r.first_charge
if first.status == "paid":
grant_access(sub.subscription_id, until=sub.paid_through) # money moved; expect subscription.renewed
elif first.status == "requires_action":
# NOTHING has been charged. Send the member to the link before it expires; do not grant paid
# access yet (paid_through is None). On completion you receive subscription.renewed.
send_link(first.confirmation_url, expires_at=first.expires_at) # a bearer link, do not log it
elif first.status == "skipped_trial":
grant_trial_access(sub.subscription_id, until=sub.trial_end) # first charge runs at trial end
elif first.status == "failed":
# failure_code: "no_payment_method" (save a card; coins never pay), "card_declined", "wallet_negative", ...
tell_member_to_fix_card(first.failure_code, next_retry_at=first.next_retry_at) # past_due, in dunning
else: # "pending"
pass # unresolved; wait for subscription.renewed / .payment_failed (INVO resolves it within ~30 min)
# r.idempotent_replay is True when this response REPLAYED an earlier create for the same key.
# r.card is the card backing the subscription (or None). r.warning set => read it with get().
After a successful first charge sub.period_seq already reads 2: period 1 was just paid and
current_period_* is the next window; paid_through is the end of the window just paid.
Key entitlement on first.paid_period_seq (1 here; None on every status but paid) or on
the subscription.renewed webhook's period_seq (which reports the period just paid) ,
never on subscription.period_seq, which on both roads points at the next period after a
create or finalize.
Replay before retry. On any timeout or 5xx, call create again with the same
client_request_id, the backend returns the same body (idempotent_replay=True) and charges
nothing again. A new key inside a retry loop lands on err.is_active_subscription_exists
(err.existing_subscription_id carries the live one) at best and a second subscription at
worst. The same key with different terms raises err.is_idempotent_replay_mismatch
(err.mismatched_fields).
Trials: trial_days=7 (1..365) or trial_end="2026-10-01T00:00:00+00:00" (takes precedence)
creates the subscription trialing with first_charge.status == "skipped_trial": a free
trial. Add trial_amount_usd for a paid trial. Not available on Steam. wallet_only=True is deprecated: it never charges a card, so since 2026-09-17 such a
subscription can never be paid (every charge fails with failure_code "wallet_only"); it cannot
be combined with player_card_id.
revenue_share={"recipient_player_email": "founder@example.com", "percent": "70"} records an
attribution to another player in your title, INVO pays nothing to the recipient
(settled_by_invo is always False); the figure to pay them from is on every renewal event.
Paid trials
Send trial_amount_usd with trial_days or trial_end to charge a small amount for the trial
window, then the regular price: "$1.00 for 7 days, then $29.00 a month" is one subscription
with one card.
r = server.subscriptions.create(
client_request_id=key,
player_email="member@example.com",
player_name="Ada",
item_id="pro-membership",
amount_usd="29.00", # the REGULAR price, charged from period 2
trial_days=7, # or trial_end=...
trial_amount_usd="1.00", # period 1 (the trial window), charged NOW
player_card_id=card_id, # the member must already have a saved card
consent={
"consent_at": "2026-09-23T14:01:50+00:00",
"disclosed_amount_usd": "29.00",
"disclosed_interval": "month",
"disclosed_trial_amount_usd": "1.00", # the trial terms you showed the member
"disclosed_trial_days": 7, # or "disclosed_trial_end": "<ISO 8601>"
},
)
# r.subscription.status == "trialing" r.first_charge.status == "paid"
# r.first_charge.amount_usd == "1.00" r.first_charge.paid_period_seq == 1
# r.subscription.amount_usd == "29.00" r.subscription.trial_amount_usd == "1.00"
# r.subscription.paid_through == r.subscription.trial_end
# r.subscription.trial_amount_coins_estimate: what the trial period is worth in coins
- Rules (INVO's, also checked by this SDK before the request, with the same codes): only with
trial_daysortrial_end(TRIAL_AMOUNT_REQUIRES_TRIAL); card only, never withwallet_only=Trueand never on Steam (TRIAL_AMOUNT_NOT_SUPPORTED_FOR_FUNDING); at least0.50(the card minimum) and less thanamount_usd(TRIAL_AMOUNT_INVALID). - Save the card first. The trial price is charged inside
create, so the member needs a usable saved card. Without one INVO refuses with400 PAYMENT_METHOD_REQUIRED(err.is_payment_method_required) and creates nothing. (A free trial, or a subscription without a trial, is still created card-less.) - Period 1 is the trial window and is reported like any first charge;
skipped_trialis never returned for a paid trial.subscription.renewedfires for period 1 withis_trial: Trueandamount_usd: "1.00". - At the trial end INVO charges
amount_usdas period 2 (subscription.renewedwithperiod_seq: 2,is_trial: False) and the subscription becomesactive. This is not a price change: nothing is staged inpending_amount_usd. - If the trial charge is refused (declined, or no chargeable card at that moment), the
subscription does not go live: it ends at once in
expired,first_charge.status == "failed"withnext_retry_atNone, and you receivesubscription.payment_failedthensubscription.expiredwithexpire_cause: "trial_payment_failed". Subscribe the member again with a newclient_request_idonce they have a working card. A temporary error on INVO's or the card network's side is retried like any other charge instead. - Events about period 1 of a paid trial (
payment_failed,past_due,authentication_required,expired) carryis_trial: Trueandtrial_amount_usd, because their sharedamount_usdis the regular price. The keys are absent on every other event of those types. trial_amount_usdis a material term: replaying a key with a different value, or without it against a paid trial, raiseserr.is_idempotent_replay_mismatch.
The Steam road
A Steam subscription is funded from the member's Steam wallet through a recurring agreement the
member authorises once, in Steam. INVO still owns the clock, same schedule, retries and events
as the card rail. The title must be enabled for Steam in INVO (Steam app id and publisher Web API
key verified, billing on file) and you must use the primary game key or the steam channel
key (err.is_steam_channel_required otherwise). Not available on Steam: trials,
interval_count other than 1, wallet_only, card fields, price increases, refunds of
Steam-charged periods.
import uuid
init = server.subscriptions.steam_init(
client_request_id=str(uuid.uuid4()),
player_email="member@example.com",
player_name="Ada",
item_id="guild-42-membership",
amount_usd="9.99",
steam_id="76561198000000000", # the member's 64-bit Steam id
user_session="client", # "client" (Steam overlay in-game) | "web" (hosted checkout URL)
# player_ip="203.0.113.7", # REQUIRED for "web": the PLAYER's IP, never your server's
metadata={"guild_id": "42"},
)
# init.subscription.status == "pending_steam_authorization"; nothing charged yet.
# init.amount_coins -> what one period is worth for THIS member (price-derived for their country,
# VAT included: 9.99 USD is 69 coins for a US member, 58 for a German one).
# Show it. Never price x 10.
# init.steam_order_id -> the uint64 the Steam CLIENT callback echoes as order_id. MATCH THE
# CALLBACK ON THIS to learn which subscription the member authorised
# (or abandoned), i.e. which subscription_id to finalize.
# init.steam_transid -> Steam's transaction reference for period 1, for your support tooling only.
# init.pending_reuse -> True when INVO handed back an EXISTING pending authorisation for this
# player + item with the same terms (new key, no new agreement). Finalize it.
pending[init.steam_order_id] = init.subscription_id
# The client step: "client" -> the Steam overlay presents the authorisation inside the game;
# "web" -> open init.steam_checkout_url as a TOP-LEVEL tab/window (it cannot be framed).
# Then finalize. Steam does not tell INVO the member authorised, YOUR game calls this after the
# overlay or checkout closes, and again if it returned not_authorized. The member has 24 hours.
try:
fin = server.subscriptions.steam_finalize(init.subscription_id)
except InvoError as e:
if e.is_not_authorized: # 409: the normal wait state, call again after they authorise
...
elif e.is_subscription_terminal: # canceled / expired (the 24 h lapsed), start a new one
...
else:
raise
else:
if fin.first_charge.status == "paid":
grant_access(fin.subscription.subscription_id, until=fin.subscription.paid_through)
# fin.first_charge.paid_period_seq == 1; fin.subscription.period_seq is already 2 (the NEXT
# period) and the subscription.renewed webhook for this charge reports period_seq 1.
# fin.already_processed -> already finalised (or a concurrent finalize won): treat as success
# fin.warning -> Steam charged but period 1 could not settle in one step: the money
# IS taken, do not retry the charge, watch for subscription.renewed
# fin.steam_agreement_status is normally "active"; fin.sandbox_auto_approved in sandbox only
Funding on Steam: period 1 always charges the full price (that is what creates the
agreement). Later periods are wallet-first, wallet covers the period: no Steam charge; wallet
empty: the full advertised price; wallet partly funded: the smallest charge that buys the missing
coins (never above the price, never below the rail's own minimum top-up, which is an INVO
setting). A replayed steam_init
(same key) returns the row's current status (init.idempotent_replay), which may already be
active, canceled or expired. A new key while an authorisation for the same player +
item is still pending: with the same terms INVO hands the pending row back
(init.pending_reuse is True, no new agreement, finalize it); with different terms it
raises 409 STEAM_AUTHORIZATION_PENDING (err.is_steam_authorization_pending,
err.existing_subscription_id names the pending row, finalize or cancel it first). An
unfinalised row expires on its own after 24 hours.
Renewals: grant on subscription.renewed, revoke on expired / canceled
Billing is in advance: each later period is charged at next_charge_at. The renewal engine
runs every minute; INVO adds up to an hour of random offset to the first period so a cohort does
not renew on the same instant. Do not poll for renewals, handle the events. There is no
subscription.created and no subscription.amount_changed: the create/finalize response
is your creation signal, and the first period's subscription.renewed is the first event.
| Event | Fires | Your move |
|---|---|---|
subscription.renewed |
once per successfully charged period, including period 1 | extend access to current_period_start (= period_end of the paid period = the new paid_through). is_trial is True only on period 1 of a paid trial. funding says how it was paid (card rail: card_charged_usd is the full price, balance_applied_coins is always "0.00", mint_order_id is never None); split.partner_revenue_usd is what you earned |
subscription.payment_failed |
every failed attempt, including the first | tell the member; do not revoke (retry_at, retries_remaining, grace_period_end). failure_code includes no_payment_method (no saved card), wallet_negative (coin balance below zero; nothing charged), card_declined |
subscription.past_due |
once, when the subscription enters past_due |
do not revoke |
subscription.authentication_required |
a card issuer wants the cardholder to authenticate (nothing charged, no retry consumed) | relay confirmation_url to the member before expires_at; not a failure |
subscription.canceled |
once, at the moment cancellation is requested, both modes; also after a full refund (cancel_cause: "full_refund") |
revoke at access_until; canceled_by is partner or steam |
subscription.expired |
the retry budget ran out, or a Steam row was never authorised: failure_code steam_authorization_abandoned, which arrives without a payment_failed before it. (failure_code steam_containment is no longer returned: a balance is spendable in any title whatever rail bought it, so no renewal is deferred or expired for that reason) |
revoke at final_period_end (the last paid instant; None if nothing was ever paid). expire_cause: "trial_payment_failed" when a paid trial's own charge was refused |
subscription.refunded |
a refund | reverse what refund describes: refund.partner_total_reversed_usd is your revenue reversed plus the card processor fee you bear (older events: refund.partner_revenue_reversed_usd); subscription_canceled says a full refund ended it; revenue_share_attribution.net_attributed_amount_usd is the corrected figure for your recipient |
subscription.refund_requested / subscription.refund_approved / subscription.refund_rejected |
a refund over your daily self-serve limit became a request / INVO approved it (sent together with subscription.refunded, and subscription.canceled on a full refund, in any order) / INVO rejected it (decision_reason) |
track the request by request_id; nothing moves until it is approved |
A card renewal also sends purchase.completed. Every paid card renewal emits
purchase.completed for the coins its charge minted, with data["metadata"]["source"] == "subscription_renewal" (and metadata["subscription_id"]). Do not grant currency or access from
it: the renewal spends those coins in the same step. Act on subscription.renewed; the two share
the mint order id (order_id there is mint_order_id here). If a renewal's card charge succeeds
but INVO cannot finish the renewal in the same step, you may see subscription.payment_failed with
a settlement failure_code (for example settlement_error); the retry then completes the period
without charging the card again, and subscription.renewed follows.
Default dunning: retry after 2 days, then 3, then 2, then expire, three retries over seven days,
access retained through the whole window. Only subscription.expired and subscription.canceled
revoke access; nothing else does.
from typing import cast
from invonetwork import (
verify_webhook, InvoError, SUBSCRIPTION_EVENT_TYPES,
SubscriptionRenewedData, SubscriptionExpiredData, SubscriptionCanceledData,
)
@app.post("/invo/webhooks")
def invo_webhooks():
try:
event = verify_webhook(request.get_data(), request.headers.get("X-Invo-Signature"),
os.environ["INVO_WEBHOOK_SECRET"])
except InvoError as e:
return Response(e.code or "invalid_signature", status=400)
if already_seen(event.idempotency_key): # dedupe on X-Invo-Idempotency-Key / idempotency_key
return Response(status=200)
if event.event_type == "subscription.renewed":
d = cast(SubscriptionRenewedData, event.data)
extend_access(d["subscription_id"], until=d["current_period_start"]) # the new paid_through
record_revenue(d["split"]["partner_revenue_usd"], period_seq=d["period_seq"])
# d["funding"]["card_charged_usd"] / ["steam_charged_usd"] / ["balance_applied_coins"]
# d["amount_usd"] is the price this period was billed at (a staged change shows here)
elif event.event_type == "subscription.expired":
d = cast(SubscriptionExpiredData, event.data)
revoke_access(d["subscription_id"], at=d["final_period_end"]) # NOT at ended_at
elif event.event_type == "subscription.canceled":
d = cast(SubscriptionCanceledData, event.data)
revoke_access(d["subscription_id"], at=d["access_until"])
elif event.event_type == "subscription.authentication_required":
send_link(event.data["confirmation_url"], expires_at=event.data["expires_at"])
elif event.event_type == "subscription.refunded":
refund = event.data["refund"] # older events carry no partner_total_reversed_usd
record_reversal(refund.get("partner_total_reversed_usd", refund["partner_revenue_reversed_usd"]))
# event.data.get("subscription_canceled"): a full refund cancels (subscription.canceled is sent with it)
elif event.event_type == "purchase.completed":
if (event.data.get("metadata") or {}).get("source") == "subscription_renewal":
pass # a card renewal's mint leg: grant NOTHING here, subscription.renewed is the signal
else:
grant_currency(event.data)
elif event.event_type in SUBSCRIPTION_EVENT_TYPES:
pass # payment_failed / past_due / refund_requested / refund_approved / refund_rejected: inform, never revoke here
return Response(status=200)
Every money and coin figure on these payloads is a decimal string, never a number. On Steam,
split.total_usd is what the coins are worth after Valve's share and VAT (basis: "steam_net"),
not the price; the top-level amount_usd is always the price.
Reading, cancelling, repricing, changing the card
sub = server.subscriptions.get("SUB_1757155200_A1B2C3D4")
# sub.status, sub.paid_through (entitlement), sub.next_charge_at, sub.period_seq,
# sub.pending_amount_usd (a staged price change), sub.has_payment_method, sub.funding_rail
page = server.subscriptions.list_for_player("member@example.com", status=["live", "canceled"], limit=50)
# page.subscriptions (newest first), page.pagination["total_count"] / ["has_more"]
# an unknown player is an empty list, not a 404
c = server.subscriptions.cancel(sub.subscription_id, at_period_end=True, reason="member request")
# at_period_end=True -> stays live with cancel_at_period_end, retired at paid_through, no more charges
# BUT if nothing has been paid it is DOWNGRADED to immediate:
# c.terminated_immediately is True, c.downgrade_reason == "NO_PAID_PERIOD"
# at_period_end=False -> ended now; keep access until c.access_until
# already canceled / expired -> 200 with c.already_canceled and c.final_status (no special case)
# Steam: c.steam_agreement_status / c.steam_agreement_canceled
a = server.subscriptions.change_amount(sub.subscription_id, "14.99")
# STAGED: applied on the next successful renewal, the current window bills at the old price.
# a.change_queued, a.pending_amount_usd, a.applies_from (None until something has been paid),
# a.applies_from_period_seq. Sending the current price clears a staged change.
# Steam: an INCREASE raises err.is_steam_reauthorization_required (the price is a ceiling the
# member consented to, start a new Steam subscription and cancel this one); a decrease stages.
# More than double the last agreed price, or above 25000.00, is staged but never applied.
pm = server.subscriptions.set_payment_method(sub.subscription_id, player_card_id=new_card_id)
# card rail only (Steam raises err.is_not_a_card_subscription). Used from the next charge,
# including a pending retry in dunning. On a wallet_only subscription pass wallet_only=False
# together with the card to convert it (do this for any you have: wallet_only is deprecated and
# such a subscription can never be paid). pm.replaced / pm.card / pm.wallet_only
Refunds
ref = server.subscriptions.refund(
sub.subscription_id,
client_request_id=str(uuid.uuid4()), # one per refund; reuse it on retries
period_seq=2, # optional: defaults to the most recent billed period
amount_usd="9.99", # optional: defaults to the full remaining refundable amount
reason="member request", # recommended now, required after a notice period
)
if ref.is_pending_approval: # a RefundPendingApproval; status == "pending_approval"
# Over the game's daily self-serve limit: NOTHING moved. INVO reviews request ref.request_id.
# Wait for subscription.refund_approved (sent with subscription.refunded) or subscription.refund_rejected.
mark_refund_pending(ref.request_id, ref.requested_amount_usd)
else:
# ref.status == "refunded" (a RefundReceipt).
# ref.is_full_refund, ref.funding_shape ("card" for every card period since 2026-09-17),
# ref.card_refunded_usd (card-only periods: equals the amount, partial included),
# ref.balance_delta_coins, ref.remaining_refundable_usd, ref.new_balance,
# ref.partner_revenue_reversed_usd (your revenue is reversed; INVO's fee is retained),
# ref.processing_fee_usd (the card processor fee you bear), ref.partner_total_reversed_usd (both),
# ref.subscription_canceled (a full refund cancels the subscription),
# ref.processor_refund_reference (the neutral card-refund reference for your reconciliation)
# A repeat with the same client_request_id -> ref.idempotent_replay (or a reduced body with ref.note)
...
for w in ref.warnings: # "REASON_RECOMMENDED" | "REASON_TRUNCATED"
log.info(w.code)
What is refunded. A card subscription is card only (since 2026-09-17), so its period is
refunded in cash, full or partial: the amount goes back to the card (card_refunded_usd equals
the amount, balance_delta_coins is "0.00"), and partials plus the refund that completes them add
up to exactly the card charge. A period charged before 2026-09-17, or a Steam period the wallet
covered, keeps the earlier rule: a full refund returns the whole card charge and reclaims the coins
that charge minted (balance_delta_coins is signed and can go negative), a partial refund credits
coins at the currency's rate (10 coins per USD by default). A fully refunded period no longer counts toward paid_through.
What else happens.
- A full refund cancels the subscription immediately (
subscription_canceledisTrue,subscription_status == "canceled"), and you receivesubscription.canceled(canceled_by: "partner",cancel_cause: "full_refund") together withsubscription.refunded; the two are sent together and may arrive in any order. A partial refund leaves it live. Before 2026-09-17 a full refund did not cancel. - You bear the card processor fee on any refund that returns money to a card:
processing_fee_usd(processing_fee_basisactualorestimated,processing_fee_borne_by == "partner") is deducted from your revenue as its own line.partner_total_reversed_usdis your revenue reversed plus that fee. A coin refund has no fee. - INVO emails the member when a refund executes (the amount, where it went, and whether the
subscription ended). Your
reasonis not in that email. - Refunds of Steam-charged periods are not supported yet: a period charged through Steam is
refused with
409 STEAM_REFUND_NOT_SUPPORTED(err.is_steam_refund_not_supported). Periods of a Steam subscription that the wallet covered entirely are refundable in coins.
Limits. Self-serve refunds run inside four limits:
- Enabled per game. On by default for every game; INVO can turn them off for a game
(
403 REFUNDS_NOT_ENABLED,err.is_refunds_not_enabled). - 30 days. A period can be refunded for 30 days after it was charged
(
409 REFUND_WINDOW_CLOSED,err.is_refund_window_closed, witherr.period_charged_at,err.refund_window_days,err.refund_window_closed_at). A retry of a refund that already ran still returns its receipt. - A daily limit per game (per UTC day, in sandbox and production). By default it is never lower
than the largest single subscription charge (
25000.00USD today), so any single period can always be refunded on its own; if INVO raises the per-charge maximum, the limit rises with it. INVO can set a specific limit for your game, which applies as set, even if lower. A refund that would exceed it does not run: the call answers HTTP 202 withstatus == "pending_approval"(ref.is_pending_approval) andrequest_id, carrying every receipt field with nothing moved, and INVO reviews the request. Approved: the refund runs as if your call had (the 30 days count from when you asked), you receivesubscription.refunded,subscription.refund_approvedand, for a full refund,subscription.canceled, sent together and may arrive in any order, and a retry of your key returns the receipt. Rejected: you receivesubscription.refund_rejectedwithdecision_reason, and your key raises409 REFUND_REQUEST_REJECTED(err.is_refund_request_rejected); use a new key to try again. While a request is pending, other refunds of that period raise409 REFUND_REQUEST_PENDING(err.is_refund_request_pending, the id onerr.refund_request_id). The same key returns the same 202 withidempotent_replay. - A reason. Recommended now, required after a notice period. Without it the refund still runs
(
reasonisNone) andwarningscarriesREASON_RECOMMENDED; a reason longer than 500 characters is cut, withREASON_TRUNCATED(this SDK refuses one over 500 before the network).
Other refusals: 409 NO_PAID_PERIOD is the normal state of a brand-new subscription;
409 ALREADY_REFUNDED, 409 PERIOD_NOT_REFUNDABLE, 400 AMOUNT_EXCEEDS_REMAINING
(remaining_refundable_usd on .body), 409 CONCURRENT_REQUEST (err.is_concurrent_request,
retry with the same key) and 502 REFUND_MISMATCH (err.is_refund_mismatch, contact INVO).
Your developer console session can list your refund requests
(GET /api/dev/subscriptions/refund-requests?status=pending|approved|rejected|all); that console
read is not wrapped by this SDK, which authenticates with the game key.
Sandbox recipe (the clock tools)
Sandbox runs the renewal engine every minute exactly as production does, so a subscription you create there renews on its own a month later. Four sandbox-only tools move a subscription's billing clock and drive the real renewal engine so you can get there in minutes:
| Method | What it does |
|---|---|
sandbox.subscriptions.advance_clock(id, intervals=1) |
makes the next period due now (0 = due now without moving the window, use it to trigger a retry) |
sandbox.subscriptions.force_renewal(id) |
runs the renewal immediately through the real money path, charges the test card |
sandbox.subscriptions.force_failure(id, outcome) |
synthesises a failed attempt and runs real dunning (no charge) |
sandbox.subscriptions.force_auth_challenge(id) |
synthesises a cardholder authentication challenge (no charge) |
Note the path. These live directly under the sandbox base, not under
/api: the full URL ishttps://sandbox.invo.network/sandbox/subscriptions/<id>/advance-clock. The SDK resolves them relative to yourbase_url(which already ends in/sandbox). They do not exist in production at all (404).
Every call needs a second credential, X-Sandbox-Clock-Key (ivclk_...), a separate
per-game key: in the sandbox developer console open the game, Game Settings, the
"Sandbox clock key" card (generated the first time you reveal it; the same card rotates it).
Pass it as InvoServer(..., sandbox_clock_key=...). A missing key is refused before the network
(INVALID_INPUT); a wrong or never-issued one is 401 SANDBOX_CLOCK_UNAUTHORIZED
(err.is_sandbox_clock_unauthorized). Keep it out of client builds and source control.
server = InvoServer(
game_secret=os.environ["INVO_SANDBOX_GAME_SECRET"],
base_url="https://sandbox.invo.network/sandbox",
sandbox_clock_key=os.environ["INVO_SANDBOX_CLOCK_KEY"], # ivclk_... from the sandbox console
)
clock = server.sandbox.subscriptions
# 1. Save a card: create_setup_session(...) and open card_setup_url in a browser (the sandbox page
# runs against the test-mode card processor: enter a test card there, never a real one; the
# sandbox recipe on the public docs site is https://docs.invo.network/docs/subscriptions-sandbox),
# or on the processor-bound path begin_setup(payment_method_id="pm_card_visa")
# (succeeds immediately; "pm_card_threeDSecure2Required" returns requires_action: confirm on the
# client, then confirm_setup).
# 2. create(...) with that player_card_id -> first_charge.status == "paid", period_seq == 2,
# and a subscription.renewed delivery with period_seq 1. Replay the same body -> idempotent_replay.
# 3. Renew as many periods as you like:
clock.advance_clock(sub_id) # due now
r = clock.force_renewal(sub_id) # r.engine_stats == {"renewed": 1}; period_seq advances
# 4. Walk the dunning ladder to expired (payment_failed x4, past_due once, expired with final_period_end):
for _ in range(4):
f = clock.force_failure(sub_id, "card_declined") # f.retries_remaining, f.retry_schedule_days
# 5. On a fresh subscription: force_auth_challenge -> awaiting_authentication; then
# advance_clock(sub_id, intervals=0) + force_renewal to watch the challenge lapse into dunning.
# 6. change_amount, advance_clock, force_renewal -> old price on that renewal, new price on the next.
# 7. cancel(at_period_end=True), advance_clock, force_renewal -> r.action == "retired-at-period-end".
# 8. refund(...) on a paid period -> a receipt and subscription.refunded. A full refund cancels the
# subscription, so refund a partial amount first if you want to keep testing it. The daily limit
# applies in sandbox too; a refund over it answers status "pending_approval". At the default
# limit a single period always runs, so to see one, ask INVO to set a low limit for the game.
# 9. create(..., trial_days=7) -> skipped_trial; advance_clock(intervals=1) + force_renewal -> paid period 2.
# 10. create(..., trial_days=7, trial_amount_usd="1.00") with a saved card -> paid, first_charge.amount_usd "1.00",
# status "trialing"; advance_clock(intervals=1) + force_renewal -> period 2 at amount_usd, status "active".
Steam in sandbox: steam_finalize does not call Steam, it auto-approves, seeds a stand-in
agreement and runs the real settlement (fin.sandbox_auto_approved is True), and a later
force_renewal treats the Steam charge as captured (engine_stats shows steam_charged and
sandbox_synthetic). Sandbox proves INVO's currency path (coins, split, events, dunning), not
Valve's charge, do one real Steam sandbox authorisation before launch.
Errors you will branch on
| Helper | Meaning |
|---|---|
.is_game_not_live |
create / steam_init refused: the title is testing (403), make it live in the console |
.is_active_subscription_exists |
the player already has a live subscription to this item_id (409); .existing_subscription_id carries it. Usually a regenerated key inside a retry loop |
.is_idempotent_replay_mismatch |
same key, different material terms (409); .mismatched_fields names them |
.is_steam_reauthorization_required |
change_amount tried to raise a Steam price (409), new subscription |
.is_not_a_card_subscription |
set_payment_method on a Steam subscription (409) |
.is_steam_channel_required |
steam_init with a non-Steam storefront key (409) |
.is_subscription_terminal |
canceled / expired (409), from change_amount, set_payment_method, steam_finalize |
.is_not_authorized |
steam_finalize before the member authorised (409), the normal wait state |
.is_steam_authorization_pending |
steam_init with a new key while a pending authorisation for the same player + item has different terms (409 STEAM_AUTHORIZATION_PENDING); .existing_subscription_id names it |
.is_steam_refund_not_supported |
refund on a period charged through Steam (409), not supported yet |
.is_refunds_not_enabled |
refund: refunds are turned off for this game (403); contact INVO |
.is_refund_window_closed |
refund: the period was charged more than 30 days ago (409); .period_charged_at, .refund_window_days, .refund_window_closed_at |
.is_refund_request_pending |
refund: a refund request for this period is waiting for INVO (409); .refund_request_id |
.is_refund_request_rejected |
refund: this key was a refund request INVO rejected (409); .refund_request_id, .decision_reason; use a new key |
.is_concurrent_request |
two requests collided (409: two creates for a new player, or two refund requests for one period); retry with the same key |
.is_refund_mismatch |
refund: a card refund needs manual reconciliation (502); contact INVO, do not retry-loop |
.is_payment_method_required |
create with trial_amount_usd and no usable saved card (400); nothing was created, save a card first |
.is_trial_amount_requires_trial / .is_trial_amount_not_supported_for_funding / .is_trial_amount_invalid |
trial_amount_usd without a trial / with wallet_only or on Steam / not at least 0.50 and less than amount_usd (400, or raised locally at status == 0) |
.is_consent_disclosed_trial_invalid |
a disclosed_trial_* consent field could not be read (400); err.code says which |
.is_sandbox_clock_unauthorized |
missing / wrong X-Sandbox-Clock-Key (401) |
.is_flow_paused |
maintenance pause (503, both wire shapes), retry later with the same key |
.is_phone_share_approval_required |
the player_phone you supplied belongs to another identity (409), run the phone-share approval, then retry |
.is_player_not_found |
cards.create_setup_session (also begin_setup): the member does not exist in this title yet (404); the card page never creates players |
.is_invalid_player_email |
cards.create_setup_session: player_email is missing or not an email (400) |
.is_invalid_input |
cards.create_setup_session: success_url / cancel_url uses a script scheme (400); also the code of every client-side guard in this SDK, at status == 0 |
Other codes come through on err.code unchanged: the create validation codes
(CLIENT_REQUEST_ID_RESERVED, AMOUNT_TOO_LARGE, TRIAL_NOT_SUPPORTED_ON_STEAM, ...),
PAYMENT_METHOD_NOT_FOUND (404), WALLET_ONLY_SUBSCRIPTION (409, wallet_only with a card), STEAM_RAIL_NOT_ENTITLED
(403, err.is_steam_rail_not_entitled), STEAM_NOT_CONFIGURED (503, err.is_steam_not_configured),
PARTNER_BILLING_NOT_SET_UP / PARTNER_RAIL_SUSPENDED / PARTNER_CREDIT_UNAVAILABLE (409, the
partner-settlement helpers), and the refund and sandbox refusals listed above. Client-side guards
(a reserved sub_ key, a bad interval, interval_count outside 1..36 or not 1 on Steam,
wallet_only with a card, a non-E.164 player_phone, a web session without player_ip, a
missing clock key) raise INVALID_INPUT before any network call.
Traps
- Replay before retry. On any timeout or 5xx from
create, send the same body again. Never mint a newclient_request_idinside a retry loop. requires_actionis notpaid. Nothing has been charged. Do not grant paid access untilsubscription.renewed.pendingis notfailed. Wait for the event; INVO resolves it.current_period_endis not entitlement. Usepaid_through.payment_failed,past_dueandauthentication_requireddo not revoke access. Onlyexpired(atfinal_period_end) andcanceled(ataccess_until) do.- Do not poll for renewals. Handle
subscription.renewed. - One live subscription per item. Cancel the old one before creating a new one for the same
item_id, or change the price withchange_amount. - At-period-end cancel on an unpaid subscription is immediate. Read
terminated_immediately. - Price changes apply next period, and big jumps do not apply at all (more than double, or
above
25000.00, stays pending forever). Raise prices in steps. - A card saved without off-session consent cannot back a subscription, save it again with
cards.create_setup_session(the INVO-hosted card page), the processor-boundcards.begin_setup, or asave_card=Truepurchase. wallet_onlyis absolute, and deprecated. A card attached later is ignored until you passwallet_only=Falseonset_payment_method, and since 2026-09-17 awallet_onlycard subscription can never be paid. Coins never pay a card subscription: save a card beforecreate.sub_is reserved as a prefix for every idempotency key on the platform;metadatais yours except the key_invo.- Send
consent. A disputed recurring charge is argued from that record. On a paid trial, record the trial terms you showed (disclosed_trial_amount_usdanddisclosed_trial_daysordisclosed_trial_end). - Do not store or log
confirmation_urlbeside anything you publish. It is a bearer link. - Steam: finalize is your call, within 24 hours; match the client callback on
steam_order_id;websessions needplayer_ipand a top-level window; the price is a ceiling (increases are refused); coins per period depend on the member's country and are fixed at init (showamount_coins); a member can cancel from Steam (canceled_by: "steam"); refunds of Steam-charged periods are refused (STEAM_REFUND_NOT_SUPPORTED). - The clock tools are not under
/api.POST /subscriptions/<id>/advance-clockand friends are relative to the sandbox base (https://sandbox.invo.network/sandbox/subscriptions/...), needX-Sandbox-Clock-Key, and do not exist in production. - A renewal's
purchase.completedis not a purchase. Skip it whendata["metadata"]["source"] == "subscription_renewal"; grant onsubscription.renewed. pending_approvalis notrefunded. Nothing moved (ref.is_pending_approval); wait forsubscription.refund_approvedorsubscription.refund_rejected.
Subscription packages
A package (the API calls it a plan) is what you sell: a name, a price, a billing interval and the
item_id your game checks. Full guide:
docs.invo.network/docs/subscriptions-packages.
- Packages are managed in your INVO dashboard, not in this SDK. Creating, editing, closing and
reopening a package is authenticated by your dashboard sign-in, not by your game secret or a
player token. This SDK has no
packagesorplansnamespace, by design: a game secret on your server should never be able to reprice what your members pay. - Your integration does not change.
server.subscriptions.create(...)andserver.subscriptions.steam_init(...)still subscribe a member to anitem_idwith your game secret. Webhooks carry the same payloads, and entitlement still comes fromsubscription.renewed, keyed onitem_id. - The
item_idis the link. A package describes oneitem_idin one title, and only one live package may hold a givenitem_idper title (a second is refused withITEM_ID_IN_USE). - A new package adopts the members already on its item. Subscriber counts and the monthly
revenue figure are measured per title and
item_id, so a package created over existing members shows them immediately. There is no linking step, and their subscriptions do not change. - Two counts.
subscriber_count(basisactive) is members being charged.live_subscriber_count(basislive) is everyone still subscribed, including trials and members cancelling at period end. A package whose members are all in trial shows0and400. Both are correct. - A price change must say who it applies to. New subscribers only is available now, and current members keep the price they are on. Moving existing subscribers too (each at their own next renewal) is not available yet and is refused with a named code rather than half-applied. Renaming a package is not a price change.
- Closing a package cancels nobody. It stops new subscriptions only. Existing members renew and are billed exactly as before, at their own price. A package with members can be closed but never deleted, and a closed package can be reopened. If a package price and a member's price disagree, the member pays their own price.
Player balance
result = server.get_player_balance(player_email="p@example.com")
# Lookup is by EMAIL only — there is no by-id balance route (player_id is a per-game internal
# id). For a client-side read, use the browser InvoClient.getBalance() (identity from the token).
for b in result.balances:
print(b.currency_name, b.available_balance, b.total_balance)
Sends & transfers
Move already-owned game currency from one player to another, authorized by the sender's passkey — the gold standard.
There are exactly two approval paths, and both are passkeys:
- In-app passkey — wherever WebAuthn can run in the client: the browser, via the JS SDK
(
approveSend/approveTransfer), or INVO's hosted approval page (approveHosted). - Device approval (QR) — wherever it cannot: consoles, TVs, native Steam and desktop clients. This SDK drives that one end to end — the player approves on their phone and your server then makes the call that moves the money. See Consoles and TVs and Sends and transfers, stage by stage.
A legacy SMS-PIN fallback still exists for a sender who can use neither — it is being retired and new integrations should not build on it.
The server initiates:
import uuid
t = server.initiate_transfer(
client_request_id=str(uuid.uuid4()),
source_player_name="P",
source_player_email="p@example.com",
source_player_phone="+15555550100",
target_player_email="q@example.com",
target_player_phone="+15555550111",
target_game_id=123456,
amount="50",
)
# initiate_send uses sender_*/receiver_* + receiving_game_id instead.
# Check guardian_approval FIRST — the guardian path takes precedence.
if t.guardian_approval:
... # minor/guardian path (HTTP 202): pending approval, do NOT show a PIN UI
elif t.verification_method == "in_app":
... # sender HAS a passkey -> approve in the browser (JS SDK). The good path.
else:
... # sender has NO passkey yet -> enrol one (browser enrollPasskey() / approveHosted()),
... # or run the QR device-approval grant on a console. See "stage by stage" below.
On the guardian path verification_method is None (even though the raw 202 body also carries
"sms") so guardian_approval wins — but branch on it first to be safe.
Both titles must be Live. initiate_send/initiate_transfer raise 403 if either side is
still in testing, and the two cases are deliberately separate because the fix differs:
err.is_source_game_not_live is your title (self-serve: switch it to Live in the console
under Game Settings > Status), err.is_target_game_not_live is the destination title, usually
owned by another developer, so you can't flip it. Show err.message and steer the player
elsewhere via get_destinations. err.game_status carries the current state. Don't merge these
into one "not live" branch; it produces a "go fix it" action that leads nowhere half the time.
-
The one message that is still a text: the claim link to a phone-only recipient. A send can be addressed to someone INVO has never met — the sender knows their phone number and nothing else, so there is no email to write to and no session to notify. That is the only remaining place INVO sends an SMS by default; everything else that needs a human (guardian consent, enrolment backup, phone-share) goes by email first. The claim text a send's receiver gets now ends with a link to a hosted INVO page ("Or collect here: …"). They see who sent what in which title, enter one email (the same thing in-app claim already requires), confirm it with an emailed 6-digit code, and their phone's fingerprint / face / screen lock creates an INVO passkey — a recipient who already has one just confirms with it. The currency lands in their balance for the receiving title; the page shows the new balance and tells them to sign in to the title with that email + phone. The in-app claim is unchanged: point a player at the link when they don't have your title open, at in-app claim when they do; both are the same claim with one lifetime.
transfer.receivedfires the same either way, and you change nothing. -
Resend the claim SMS — a plain REST call, not an SDK method. Authed with the sender's player token (not the game secret), no body. It re-sends the identical message (same code, same link); nothing new is minted.
r = requests.post( f"{INVO_BASE}/api/sdk/send/{transaction_id}/resend-claim", headers={"Authorization": f"Bearer {sender_player_token}"}, ) # 200 {"status": "resent", "transaction_id": ..., "retry_after": 30} # 429 RESEND_COOLDOWN (+ retry_after) — 30-second cooldown; max 10 per transaction per hour # 400 CLAIM_EXPIRED / NOT_CLAIMABLE — the send can no longer be claimed; start a new send # 403 — the token is not the send's sender
-
Uncollected after 24 hours → refunded, and both parties are told. The refund to the sender is as before; what's new is that the sender gets an email and the recipient a single text saying the currency was returned, instead of silence.
transfer.claim_expired+transfer.refundedremain the source of truth — reconcile off those, not the messages. -
Guardian approval goes by email first. When a minor's initiate returns the 202, the guardian gets a signed, single-use link to a hosted INVO page with Approve / Decline — not a text. A reply-YES text goes out only when the guardian has no verified email or the email could not be delivered. The raw 202
guardian_approvalblock (t.raw) now carriesconsent_channel("email"|"sms") — use it for your waiting copy — andresend_endpoint. Pollget_guardian_approval_statusexactly as before; the approval object'sconsent_channelsays how it went out anddecision_sourceisemail_linkfor a page decision. -
"Text my parent instead" — a plain REST call, not an SDK method. Authed with the minor's player token (the session that started the transaction), once per approval:
r = requests.post( f"{INVO_BASE}/api/sdk/approvals/guardian/{approval_id}/resend", headers={"Authorization": f"Bearer {initiator_player_token}"}, json={"channel": "sms"}, # the only accepted value ) # 200 {"status": "sent", "channel": "sms"} # 400 INVALID_INPUT — channel was not "sms" # 403 NOT_INITIATOR — the token is not the minor who started it # 404 APPROVAL_NOT_FOUND (opaque) # 409 CHANNEL_WAS_SMS — it already went by text; hide the button when consent_channel == "sms" # 409 ALREADY_RESENT — one text per approval # 410 APPROVAL_GONE — already decided or expired # 503 DELIVERY_FAILED — retryable; does not use up the one allowance
The emailed link keeps working alongside the text; whichever answers first wins.
-
Phone-share and recipient-identity consents use the same hosted page. On
err.is_phone_share_approval_requiredthe phone's existing owner gets an emailed link (Allow / Decline) when INVO has itself proven an address for them — at most three holders, one email per request — and the 409 body carriesconsent_channel: "email"; the OTP text goes out instead only when no proven holder exists (consent_channel: "sms"). TheRECIPIENT_IDENTITY_PENDINGhold emails the phone owner's oldest verified address the same way. Nothing changes for you: same 409 / 202 codes, same poll-and-retry, andphone_share_approve(typed code) and the in-app approve still work.
Legacy fallback: the SMS PIN (being retired)
This is the legacy path. It is being retired, and new integrations should not build on it. It is kept working only for a sender who genuinely cannot approve with a passkey: an unsupported device with no platform authenticator, or a player who declines both the in-app ceremony and the QR flow.
When a sender has no enrolled approver, initiate_send / initiate_transfer return
verification_method == "sms" and a one-time PIN is texted. The completion calls are
server.verify_sms_transfer(transaction_id, pin) / verify_sms_send(...) — deprecated
since 3.1.0, still fully functional, and with no runtime DeprecationWarning so
warnings-as-errors suites are unaffected. They will be removed at some future major; no date
is being promised.
Why it is going away: a PIN in a text is a shared secret on a channel exposed to SIM swap,
SS7 interception and social engineering, it costs real money per message at every scale, and
it depends on carrier delivery INVO does not control. A passkey — in the client where
WebAuthn can run, on the player's phone by QR where it cannot — is stronger, faster and free.
Read verification_method == "sms" as "this sender has no passkey yet" and offer them one;
show a PIN pad only when there is no other way to serve that specific player.
Sends and transfers, stage by stage
One reference for the whole money path — both flows (send and transfer) and both sides (the sender who authorises, the recipient who collects). It exists because the stages are easy to read as three when there are four, and the fourth one is the money.
Companion page, same title, on the docs site: Sends and transfers, stage by stage — the same walkthrough with the raw REST calls, for stacks that do not use this package.
The four stages.
- Initiate (your server). Nothing has moved; a transaction now exists, pending the sender's approval.
- Prove who is approving. A passkey ceremony in the browser (the JS SDK), on INVO's hosted page, or — where no browser exists — a device approval grant on the player's phone, driven from here.
- Settle (your server, for the grant path). A proof is not a payment. The approval says who; a separate call moves the value and runs every gate (guardian, risk, recovery cooldown). In the browser the approve call does both at once, which is why the split only becomes visible on the grant path.
- Collect. The recipient confirms receipt (their own passkey, or the grant), or redeems the claim code. Reconcile off webhooks, never off stage 3's response alone.
What your server must call, in order
| # | Stage | Send | Transfer | Auth |
|---|---|---|---|---|
| 1 | Initiate | server.initiate_send(...) |
server.initiate_transfer(...) |
game secret |
| 2 | Mint the player's session | server.mint_player_token(player_email=...) |
same | game secret |
| 3a | Sender approves — browser | JS SDK approveSend(txnId) |
JS SDK approveTransfer(txnId) |
player token |
| 3b | Sender approves — web, hosted page | JS SDK approveHosted({ flow: "send" }) |
... flow: "transfer" |
player token |
| 3c | Sender approves — console / TV / native | server.begin_device_approval(flow="send") -> poll_device_approval |
... flow="transfer" |
player token |
| 4 | Settle the grant (3c only) | server.approve_with_device_code(flow="send", device_code=...) |
... flow="transfer" |
player token |
| 5a | Recipient collects — browser | JS SDK confirmReceiptSend(txnId) |
JS SDK confirmReceiptTransfer(txnId) |
player token |
| 5b | Recipient collects — console | begin/poll flow="send_receipt" -> approve_with_device_code |
... flow="transfer_receipt" -> approve_with_device_code |
player token |
| 5c | Recipient collects — claim code | server.claim_currency(claim_code=..., ...) |
server.claim_transfer(claim_code=..., ...) |
game secret |
| 6 | Reconcile | transfer.claim_pending -> transfer.received webhooks |
same | webhook secret |
Steps 3c, 4 and 5b take the player token explicitly: on a console your server holds the token it minted, and the game secret is never sent on any of them.
The four device-approval flows
flow picks which endpoint stage 4 settles against. Begin with one flow and settle with
the same one: a grant approved for transfer settles nothing else.
| Side | flow |
What approve_with_device_code calls |
Success looks like |
|---|---|---|---|
| Sender, send | send |
POST /api/sdk/send/{id}/approve |
status="approved", next="pending_claim" |
| Sender, transfer | transfer |
POST /api/sdk/transfers/{id}/approve |
status="approved", next="pending_claim", claim_code |
| Recipient, send | send_receipt |
POST /api/sdk/send/{id}/confirm-receipt |
status="completed", amount_received |
| Recipient, transfer | transfer_receipt |
POST /api/sdk/transfers/{id}/confirm-receipt |
status="completed", amount_received |
Errors on the money path
| Code | HTTP | Means | Do |
|---|---|---|---|
TRANSACTION_NOT_PENDING |
400 | The transaction is not at this step. Three different situations: your earlier attempt already landed; the transaction is dead (expired / refunded); or — on a receipt flow — it has not got here yet, because the sender's own approval is still pending or held at a guardian. | Not raised by approve_with_device_code — it comes back as status="not_pending" with already_settled and current_status. already_settled separates the first case from the other two. When it is False, go read get_transfer_status / get_send_status rather than assuming; never retry-loop. |
DEVICE_APPROVAL_NOT_APPROVED |
400 | The device_code was unknown, another player's, bound to a different transaction, bound to a different flow, or the player has not approved yet. One answer for all five, deliberately — distinguishing them would leak which transactions have a live approval. |
err.is_device_approval_not_approved. Check the flow matches the begin, and that the poll actually said approved. |
DEVICE_APPROVAL_ALREADY_PENDING |
409 | An approved grant for this transaction and flow is still inside its window. The player already approved. | err.is_device_approval_already_pending, err.device_approval_expires_at. You are missing stage 4, not a new code. (A merely pending earlier grant does not 409; begin supersedes it.) |
PASSKEY_RECOVERY_COOLDOWN |
403 | Money out is paused for 24 h after a passkey recovery (SIM-swap protection). Receiving and collecting are unaffected. | err.is_passkey_recovery_cooldown, err.retry_after_at (ISO; the body also carries retry_after_seconds). Expect a fresh initiate later — do not retry-loop. |
SEND_APPROVE_FAILED, TRANSFER_APPROVE_FAILED, CONFIRM_RECEIPT_FAILED |
400 | A fault on INVO's side, not a rule. err.is_settle_fault; the body carries error_ref (err.error_ref). |
Never retryable. See the ambiguity note below — do not tell the player it failed until you have read the transaction. Quote error_ref to INVO support; it names the exact server log line. |
| guardian hold | 202 | A minor's transaction is waiting on a guardian. The money is held, not refused. | Returned as a result with hold_reason; poll get_guardian_approval_status. Terminal outcomes (GUARDIAN_APPROVAL_REJECTED / _EXPIRED) raise as 410. |
Also reachable from a receipt settle (send_receipt / transfer_receipt) — a console
recipient built only from the table above ships with no fallback for these:
| Code | HTTP | Means | Do |
|---|---|---|---|
receiver_not_enrolled_use_claim_code |
409 | The recipient has no passkey in this title, so there is no in-app confirm to run. | err.is_receiver_not_enrolled. Fall back to the claim code: show it, or point them at the hosted claim link from their text. |
not_intended_receiver |
403 | The token's identity is not the addressed recipient. | Not retryable. You minted the token for the wrong player, or the send was addressed to a different phone. |
PHONE_SHARE_APPROVAL_REQUIRED |
409 | The receiver phone is contested, so INVO holds the money and asks its owner to approve. | err.is_phone_share_approval_required. Not a failure: show err.message verbatim (err.phone_share_last4 names the phone), then retry the same call once approved — it then succeeds idempotently. On denial/expiry the sender is refunded. |
RECIPIENT_IDENTITY_PENDING |
202 | Same shape, on the identity check: money held, the phone's owner emailed. | Comes back as a result with hold_reason, not a raise. Keep the collect pending and retry later. |
RECIPIENT_IDENTITY_DECLINED |
403 | The phone's owner said no. | Terminal. The sender is refunded; do not retry. |
⚠️ A settle FAILURE is ambiguous about the money. INVO commits the transfer and then builds its
200by reading the transaction back — so a fault raised after that commit answers400 *_FAILEDfor money that already moved. Anerr.status == 0(timeout, dropped connection) is ambiguous for exactly the same reason, and this call is deliberately never auto-retried. On either: readget_transfer_status/get_send_status, or wait for thetransfer.claim_pendingwebhook, before you tell the player it failed — and never auto-start a replacement transaction.
"Already settled" is not a refusal
The integrator question this section was written for: did the guard stop me, or is her gold stuck? You must be able to answer that without matching on message text.
approve_with_device_code does not raise for TRANSACTION_NOT_PENDING. It returns:
r = server.approve_with_device_code(
player_token=player_token,
transaction_id=transaction_id,
flow="transfer",
device_code=device_code,
)
if r.status == "not_pending":
if r.already_settled:
# This step already happened — typically your first attempt landed and the
# response was lost. r.current_status says where it is now
# (pending_claim, completed, ...).
...
else:
# NOT settled. Either dead (expired / failed / refunded), or — on a receipt flow —
# not there YET: the sender has not approved, or their approval is held at a
# guardian. It is also what an unrecognised status returns, deliberately.
# Go and read it; do not guess and do not start a replacement transaction:
t = server.get_transfer_status(transaction_id)
...
else:
# status "approved" (+ next="pending_claim", r.claim_code on a transfer)
# or "completed" (+ r.amount_received) on the receipt flows
# or a 202 hold — r.hold_reason names it.
...
Every other refusal is a normal raised InvoError with a typed property, so a
try/except around this call still means "something is wrong". Nothing in your code has
to read an English sentence to tell the two apart.
already_settled fails closed. It is True only for a status INVO knows to be past
this flow's step — and the two receipt flows have a different set from the two sender
flows, because the four endpoints gate on different statuses. Anything else, including a
status this SDK version has never seen, answers False with current_status set. Cautious
and wrong costs you a status lookup; confident and wrong credits goods for money that never
arrived.
(Older INVO deployments answered this case with only a message — "Transaction not pending
PIN verification…", "…cannot be confirmed…" — and no machine code. The SDK matches those
shapes too, so already_settled is correct against an older backend without any
string-matching in your code. That fallback requires HTTP 400, one of those two phrases,
and a readable (current status: …) / (status: …) clause: "cannot be confirmed" is
ordinary English, so a phrase match alone is never allowed to assert that money moved.)
Common mistakes
1. Polling to
approvedand stopping. The one that costs real money. A device approval grant is a factor, not a payment:approvedmeans the player proved who they are, and the transaction is still sitting atpending_pin_verification. You must callapprove_with_device_code. Nothing else in this SDK settles it, and no webhook does it for you —device_approval.approvedis the cue to call it. Left alone, the transaction expires on its own window and is refunded.2. Treating "already settled" as a failure. A repeat call after a crash or a lost response answers
TRANSACTION_NOT_PENDING. That is your earlier attempt succeeding, not a refusal. Branch onr.already_settled— never on the message.3. Sending the game secret on the grant calls. Every device-approval call authenticates with the player token. A game secret in a console build is a game secret in a disassembler.
4. Beginning a second grant instead of settling the first. If
beginanswers409 DEVICE_APPROVAL_ALREADY_PENDING, the player has already approved; you need stage 4, not another QR.5. Polling faster than
interval. You getslow_down; add 5 seconds and resume.6. Using the wrong
flowat stage 4. The sender's grant (transfer) cannot settle the recipient's step (transfer_receipt) — it answersDEVICE_APPROVAL_NOT_APPROVED, which reads like a broken code and is really a wrong flow.7. Granting value off stage 3's HTTP response. Reconcile off webhooks.
Inbound pending & linked identities
"You have X to collect" (server, game-secret): the player's incoming, unclaimed sends/transfers — including value sent from other games to a player on your platform.
pending = server.get_inbound_pending(player_email="p@example.com") # or player_phone=...
for row in pending.inbound_pending:
# Match row.to_phone to the logged-in player. row.to_identity_id is None when the phone
# maps to more than one of your players — don't require it.
print(row.transaction_id, row.net_amount, row.to_phone, row.source_game)
- Lists only pending/unclaimed inbound; once claimed it drops off.
row.source_gameis where it came from (another game/platform). Pairs with thetransfer.claim_pendingwebhook (the webhook is the wake-up; this is the list). - This is the server/platform view (game-secret). The browser player-token equivalent lives
in the JS SDK as
client.getPendingCollect()(there, incoming rows arekind="receiving_confirm").
Linked wallet identities (server-only — returns PII):
ident = server.get_linked_identities(player_email="p@example.com") # phone wins if both given
if ident.not_found:
... # no in-game match (backend 404) — treat as "no linked identities", not an error
else:
print(ident.primary_email, ident.is_minor, [e.email for e in ident.emails])
⚠️ Returns first-party PII (emails/phones) — never expose this to the browser.
Consoles and TVs — approving without a browser (RFC 8628)
A console has no browser, so it cannot run a passkey ceremony at all. Device Approval moves the ceremony to a device that can: your title shows a short code, the player approves on their phone, your server polls until it hears back — and then your server makes the call that actually moves the money. It is the OAuth 2.0 Device Authorization Grant, RFC 8628 — the same flow every console and TV app uses — so a standard client library understands the responses.
The grant is a factor, not a payment. Reaching
approvedproves who approved and settles nothing. The transaction is still waiting.approve_with_device_codeis the money step, and without it the transaction expires and is refunded. This is the single most common integration failure on this flow — see Sends and transfers, stage by stage.
Five SDK methods, since 3.6.0 (begin_device_approval, poll_device_approval,
confirm_device_enrollment, approve_with_device_code, and the optional
complete_device_approval loop). Earlier versions documented this as raw REST only, which
is how a grant could be polled to approved and then dropped. The REST endpoints are
unchanged and still usable directly.
Every one of these calls authenticates with the player token, never the game secret — on a console it is your server that holds the token it minted for the player.
The endpoints underneath, for a stack that is not using this package. All four take
Authorization: Bearer <player token>; none takes the game secret:
| SDK method | Endpoint |
|---|---|
begin_device_approval |
POST /api/sdk/approvals/device/begin |
poll_device_approval |
POST /api/sdk/approvals/device/poll |
confirm_device_enrollment |
POST /api/sdk/approvals/device/confirm-enrollment |
approve_with_device_code, flow="send" |
POST /api/sdk/send/{transaction_id}/approve |
approve_with_device_code, flow="transfer" |
POST /api/sdk/transfers/{transaction_id}/approve |
approve_with_device_code, flow="send_receipt" |
POST /api/sdk/send/{transaction_id}/confirm-receipt |
approve_with_device_code, flow="transfer_receipt" |
POST /api/sdk/transfers/{transaction_id}/confirm-receipt |
Each settle call takes the body {"device_code": "..."} and the player's bearer token —
the same token that began the grant.
Available to every title, with nothing to configure. The constraint is a property of the device, not your title: one with a website and a console build uses the normal ceremony in the browser and this one on the console.
Native Steam and desktop game clients (Mac & Windows) belong here too. Even though the operating system supports passkeys, an embedded game client can't invoke the platform authenticator from inside the engine — so a native desktop title uses this QR flow exactly as a console does. It is the client that forces QR here, not the OS.
import time
from invonetwork import InvoError
player_token = session["invo_player_token"] # minted by mint_player_token()
# 1. BEGIN — start an approval for ONE transaction.
# flow: "transfer" | "send" | "send_receipt" | "transfer_receipt"
# channel: "qr" (default — console / TV / native desktop) or "app_browser"
# (the Unity / Unreal plugin opens the system browser; INVO derives the
# return scheme invo-sdk-<game_id> itself, never caller-supplied).
# "popup" is BROWSER-only — the page must call begin itself so its https
# Origin becomes the popup's opener; that is the JS SDK's approveHosted().
# This SDK refuses it before the network.
grant = server.begin_device_approval(
player_token=player_token,
transaction_id=transaction_id,
flow="transfer",
)
# grant.device_code / user_code / verification_uri / verification_uri_complete
# / expires_in / interval / channel
# 2. SHOW — render grant.verification_uri_complete as a QR and print grant.user_code
# under it. The QR already carries the code, so most players never type.
# Keep grant.device_code on your server: it is a bearer credential.
# 3. POLL — never faster than grant.interval seconds.
interval = grant.interval
while True:
time.sleep(interval)
poll = server.poll_device_approval(
player_token=player_token, device_code=grant.device_code
)
if poll.status == "authorization_pending":
# A first-time phone may be waiting on YOUR screen — see `enrollment` below.
if poll.enrollment:
show_match_prompt(poll.enrollment)
if poll.interval:
interval = poll.interval
continue
if poll.status == "slow_down": # RFC 8628 §3.5
interval += 5
continue
if poll.status == "access_denied":
return player_declined()
if poll.status == "expired_token":
return start_over() # begin again
# 4. APPROVED -> **CALL THE MONEY STEP.** Nothing has moved until this returns.
settle = server.approve_with_device_code(
player_token=player_token,
transaction_id=transaction_id,
flow="transfer", # the SAME flow you began with
device_code=grant.device_code,
)
if settle.status == "not_pending":
# Your earlier attempt already landed (settle.already_settled) or the
# transaction is dead (expired / refunded). Read settle.current_status.
# NOT a refusal.
...
else:
# "approved" + next="pending_claim" (+ settle.claim_code on a transfer), or
# "completed" + settle.amount_received on the receipt flows, or a 202 hold
# (settle.hold_reason).
...
break
Or let the SDK run stages 3 and 4 — complete_device_approval polls on interval,
adds 5 s on slow_down, surfaces the enrolment prompt, and on approved calls
approve_with_device_code for you:
def on_enrollment(enrollment, respond):
if enrollment is None:
return hide_match_prompt()
show_match_prompt(enrollment) # "Set up INVO on <device_label>? Code <match_code>"
respond("approve" if player_said_yes() else "deny")
done = server.complete_device_approval(
player_token=player_token,
transaction_id=transaction_id,
flow="transfer",
device_code=grant.device_code,
interval=grant.interval,
on_enrollment=on_enrollment,
should_stop=lambda: shutting_down, # optional
)
# done.status: "approved" (done.settlement carries the result) | "denied" | "expired" | "stopped"
# ("stopped" is your should_stop callback; the JS SDK calls its equivalent "aborted",
# because there it is an AbortSignal. Same situation, different mechanism.)
Convenience only. It blocks for as long as the player takes, so it suits a worker or a job, not a request handler with a short timeout. And because it moves money from inside a loop, record the attempt in your own store before you call it — if the process dies between the approve call and its response, the only way to learn whether the money moved is a record you wrote first, plus
get_transfer_status/get_send_status. Servers that cannot block should use the three calls directly and keepdevice_codein their own store.
-
One approval authorises one transaction. Unlike the plain RFC 8628 grant, which authorises a client, an INVO device code is bound to the transaction and the flow you named. It cannot approve anything else.
-
When the code is spent: at the money step, not at approval. The
device_codestops being usable whenapprove_with_device_codesettles the transaction — because the transaction is then no longer pending, and that is what the settle call checks under a row lock. Polling toapprovedconsumes nothing; a secondapprove_with_device_codewith the same code answersTRANSACTION_NOT_PENDING(returned asstatus="not_pending", not raised) — which, on a sender flow, is how you confirm that a settle whose response you lost did in fact land. -
user_codeis meant to be seen;device_codeis not. Poll from your backend, never from the client, and never log or render the device code. -
One live code per transaction and flow. Calling
beginagain while an earlier grant is merely pending supersedes it — you get a fresh code and a page still open on the old one is told to scan again (the right answer when a player retries after a crash or an abandoned phone ceremony). If the earlier grant was already approved, the begin is refused with409 DEVICE_APPROVAL_ALREADY_PENDING+expires_at(err.is_device_approval_already_pending,err.device_approval_expires_at): the player has approved and you are missing the money step, not a new code. Once that approved grant's own window passes,beginworks again for the same transaction. The sender's grant and the recipient's are scoped separately, sotransferandtransfer_receiptnever block each other. -
Starting an approval extends the transaction's window. For
transferandsend,beginpushes the transaction's own approval window past the code's expiry, so an approval at minute nine can't land on a transfer that has already expired and been refunded. -
Subscribe to
device_approval.approvedto learn the moment an approval lands instead of waiting for the next poll — then callapprove_with_device_code. The webhook is a latency improvement, not the money step and not a replacement for it; thetransfer.*lifecycle events that follow are what you reconcile against. -
First-time approvers enrol on the spot — your only job is one Yes/No prompt. The approval page uses a passkey registered with INVO, on INVO's own domain; a passkey the player set up on your domain is a different credential and cannot be used there — that is how passkeys work. So the first scan enrols one, and the proof it's really them is your game screen: the phone says "Confirm on your game screen", your game shows "Set up INVO on this phone: iPhone?", the player presses Yes on the console, and their phone's fingerprint / face / screen lock creates the passkey and approves. No code to type, no SMS, ever. Every later scan is scan, biometric, done. Same
begin/poll, samedevice_approval.approvedwebhook, samemethodvaluedevice_grant_webauthn, same approve call with thedevice_codeafterwards. -
Poll: the
enrollmentobject. While a phone is waiting on your screen, theauthorization_pendingbody gains it (absent when no phone asked — an already-enrolled phone never triggers it):{"error": "authorization_pending", "enrollment": {"state": "awaiting_screen", "device_label": "iPhone", "match_code": "48-27", "recovery": false, "requested_at": "2026-09-03T18:04:12+00:00"}}
Show the prompt while
stateisawaiting_screen— "Set up INVO on iPhone? Code 48-27. Say Yes only if the phone you just scanned shows this code." — and remove it the moment it changes (confirmed/denied) or the object disappears. The player confirms a match, so drawmatch_codelarge.device_labelis from a fixed list (iPhone, iPad, Android phone, Android device, Mac, Windows PC, Chromebook, Linux device, phone), derived from the scanning phone's browser — a hint, not an identity. Lead the copy with "scanned just now".recovery: truemeans the phone declared it is replacing a lost INVO passkey — word the prompt "Replace your INVO passkey with this iPhone? Code 48-27" and answer through the sameconfirm-enrollment(see Recovering a lost passkey below). -
Answer it:
confirm_device_enrollment— the same player token as begin/poll (POST /api/sdk/approvals/device/confirm-enrollmentunderneath).r = server.confirm_device_enrollment( player_token=player_token, device_code=grant.device_code, decision="approve", # or "deny" ) # r.status: "confirmed" | "denied" # raises 409 DEVICE_APPROVAL_ENROLLMENT_ALREADY_DECIDED {"decided", "via"} # -> the backup email answered first; take the prompt down quietly # raises 409 DEVICE_APPROVAL_NO_ENROLLMENT_PENDING -> no phone has asked # raises 400 invalid_grant / expired_token -> the grant is gone; the next poll says so
Inside
complete_device_approvaltherespondcallable does this for you and swallows exactly those four "the prompt is moot" refusals, because a prompt nobody answered in time must not break the loop.Deny ends the grant: poll returns
access_denied, and the phone says it was declined on the game screen. -
Backup email. At the scan, an email goes to the address on file — "confirm on your game screen; can't see the prompt? tap here; wasn't you? tap here; ignore this if you already confirmed". Opened after the screen answered, it says "you already confirmed this". A backup for a missed prompt, not the proof channel; nothing for you to do.
-
Mobile (
channel: "app_browser"): enrolment is auto-confirmed, no prompt. The Unity / Unreal plugins open the same page in the system browser and return oninvo-sdk-<game_id>://done, which carries nothing. Because the phone running the page is the device that opened it, the game's prompt is unreachable and a match code proves nothing — so INVO confirms the enrolment itself: the poll'senrollmentobject appears alreadyconfirmedand goes straight toapproved; the backup email still goes out as the "if this wasn't you" alert. Start polling onintervalthe momentbeginreturns — the return is only a hint to poll sooner. -
Recovering a lost passkey — from the page, nothing new on your side. A player whose only INVO passkey was on a phone they no longer have taps "Recover my passkey by email" on the page. Recovery needs both halves of the identity: your game screen confirms the phone (the
recovery: trueprompt above — auto-confirmed on mobile), and only then a single-use recovery link is emailed to the address on file (never an address the page supplies; one recovery per identity per 24 h). Opened on the same phone, that tab confirms and the page carries on: INVO deactivates the old INVO passkeys, notifies the owner on every channel, enqueues anidentity.passkey_resetwebhook to your backend, and the phone enrols a fresh passkey and settles the approval — your poll reportsapprovedanddevice_approval.approvedfires as usual. The hosted pages are browser-only by design; there is no server-side call to make and nothing for this SDK to wrap.⚠️ Money out is paused for 24 hours after a recovery. The approval settles, but the approve call for a
transfer/sendis refused with403 PASSKEY_RECOVERY_COOLDOWN(err.is_passkey_recovery_cooldown,err.retry_after_at). The page tells the player "recovered; start this transfer again after the hold" — expect a fresh initiate later, not a retry. Receiving and collecting are unaffected. -
An identity with a method elsewhere must vouch for the new one. If the identity already has an active approver — a passkey on a partner domain, the INVO app's device key — the page refuses to enrol beside it with
409 ENROLLMENT_REQUIRES_PROOFand tells the player to add this phone from where that method lives (device link), then scan again. An identity with no method enrols freely. -
The code box on the page is the RFC 8628
user_code, there for a TV with no camera. When the QR pre-fills it, the box isn't shown. It is not an SMS field. -
Currency purchases on a console go through that console's store, as the platform holder requires. This flow is for approving transfers and sends.
Webhooks
Synchronous responses are for UX; reconcile and grant value off webhooks. They're
HMAC-signed; dedupe on idempotency_key (stable across retries/replays).
verify_webhook does constant-time HMAC-SHA256 over f"{t}.{raw_body}", enforces a 5-minute
replay window, and accepts a list of secrets during rotation. Pass the raw request bytes
(never a re-parsed object).
Flask
from flask import Flask, request, Response
from invonetwork import verify_webhook, InvoError
app = Flask(__name__)
seen = set() # replace with a durable store
@app.post("/invo/webhooks")
def invo_webhooks():
try:
event = verify_webhook(
request.get_data(), # raw bytes — do NOT use request.json
request.headers.get("X-Invo-Signature"),
os.environ["INVO_WEBHOOK_SECRET"], # or [old_secret, new_secret] during rotation
)
except InvoError as e:
return Response(e.code or "invalid_signature", status=400)
if event.idempotency_key in seen:
return Response(status=200) # already processed
seen.add(event.idempotency_key)
if event.event_type == "purchase.completed":
grant_currency(event.data) # event.data is a dict
elif event.event_type == "item.purchased":
grant_item(event.data)
# transfer.*, payout.status_changed, ...
return Response(status=200) # 2xx fast; offload slow work
FastAPI
from fastapi import FastAPI, Request, Response
from invonetwork import verify_webhook, InvoError
app = FastAPI()
@app.post("/invo/webhooks")
async def invo_webhooks(request: Request):
raw = await request.body() # raw bytes
try:
event = verify_webhook(
raw,
request.headers.get("x-invo-signature"),
os.environ["INVO_WEBHOOK_SECRET"],
)
except InvoError as e:
return Response(e.code or "invalid_signature", status_code=400)
# de-dupe on event.idempotency_key, then grant value.
handle(event)
return Response(status_code=200) # raise / return 5xx to make INVO retry
verify_webhook raises InvoError (all status == 0) with one of these codes on failure:
WEBHOOK_SIGNATURE_MISSING, WEBHOOK_SECRET_MISSING, WEBHOOK_TIMESTAMP_EXPIRED,
WEBHOOK_SIGNATURE_INVALID, WEBHOOK_MALFORMED. Return a 4xx on those; return a 5xx from
your own handler if you want INVO to retry.
Key event types
| Event | Fires for | Use it to |
|---|---|---|
purchase.completed |
every currency-purchase rail, and every paid card subscription renewal | grant currency (data includes usd_amount, currency_amount, new_balance, rail, metadata) — metadata echoes what you passed to create_checkout/purchase_currency (all rails); order_id is also on every webhook as a secondary reconciliation key (get_order_details). Skip it when metadata["source"] is "subscription_renewal": those coins are spent by the renewal itself; grant on subscription.renewed. |
item.purchased |
every item purchase | grant the in-game item (data includes item_id, item_quantity, total_price, new_balance, fee_breakdown) |
platform_commerce.purchased |
every Platform Commerce purchase (balance immediately; card after payment settles) | fulfill the ecommerce order — never on the browser confirm (data: transaction_id, order_id, funding_source, player_email, identity_id, item_id, item_name, item_quantity, total_price; + unit_price, currency_name, new_balance on balance; total_price_usd on card; fee_breakdown) |
platform_commerce.refunded |
a Platform Commerce refund | handle the reversal (data: order_id, funding_source, player_email, refunded_amount, amount_unit, fee_retained) |
subscription.renewed |
every successfully charged subscription period, including period 1 (both rails) | extend access to current_period_start (the new paid_through); split.partner_revenue_usd is what you earned; typed view SubscriptionRenewedData |
subscription.payment_failed / .past_due / .authentication_required |
a failed attempt / entering dunning / a cardholder challenge (card rail) | inform the member, relay confirmation_url — never revoke on these (SubscriptionPaymentFailedData, SubscriptionPastDueData, SubscriptionAuthenticationRequiredData) |
subscription.canceled / .expired |
a cancel request (either mode; canceled_by partner or steam) or a full refund (cancel_cause: "full_refund") / the retry budget ran out |
revoke at access_until / at final_period_end (SubscriptionCanceledData, SubscriptionExpiredData) |
subscription.refunded |
a subscription refund | reverse per refund (refund.partner_total_reversed_usd = revenue reversed plus the card processor fee you bear; refund.processing_fee_usd; subscription_canceled, initiation, refund_request_id); revenue_share_attribution.net_attributed_amount_usd (SubscriptionRefundedData) |
subscription.refund_requested / .refund_approved / .refund_rejected |
a refund over the daily self-serve limit became a request / INVO approved it / INVO rejected it | track the request (SubscriptionRefundRequestData, SubscriptionRefundApprovedData adds decided_at, transaction_id, SubscriptionRefundRejectedData adds decided_at, decision_reason) |
purchase.failed / .disputed / .refunded |
rail-dependent | handle failures / disputes / refunds |
transfer.* |
sends & transfers | reconcile claim state |
On a Merchant of Record account, purchase.completed, platform_commerce.purchased and
subscription.renewed for a card sale also carry receipt_number and receipt_url (the receipt
INVO issued to the buyer), and purchase.refunded, platform_commerce.refunded and
subscription.refunded carry the refund receipt's. Absent on Open. purchase.completed also
carries tax_treatment ("partner_responsible" on Open).
Resilience & observability
- Automatic retries. Transient failures — network errors/timeouts,
429(honoringretry_after, capped at 20s), and5xx— are retried with exponential backoff + jitter. Configure withmax_retries(default2,0disables) andretry_base_delay. Mutating calls carry idempotency keys, so retries are safe; non-idempotent calls (e.g. hosted checkout creation) are never auto-retried. - Hooks. Best-effort tracing/metrics (a throwing hook never breaks a request):
from invonetwork import Hooks
server = InvoServer(
game_secret=..., base_url=...,
hooks=Hooks(
on_request=lambda i: log(i.method, i.url, i.attempt),
on_response=lambda i: metric(i.status, i.duration_ms, i.request_id),
on_error=lambda i: log(i.error.status, i.will_retry),
),
)
Hook payloads include the request
url, which for some calls embeds a player email. The game secret is a header and is never passed to hooks — redacturlif you log payloads.
- Request ids.
InvoError.request_idcarries the backend request id — quote it in support tickets.
Errors
Every failure raises InvoError with:
.code— stable machine code when present (some txn-state errors have none — branch on.message).status— HTTP status (0for client-side validation and network errors).message— human-readable.body— the raw parsed response.request_id— backend request id, when present
.status == 0 means "no HTTP response" — and nothing else
This is the single most important thing to get right when handling INVO errors:
err.status |
What actually happened | What to tell the developer |
|---|---|---|
0 |
No HTTP response — DNS failure, connection refused, TLS failure, timeout, or a client-side guard that ran before any network call | "couldn't reach INVO" |
4xx |
The API answered, with a precise refusal. .code and .message are populated |
show .message — it says what to do |
5xx |
The API answered with a server fault | retry; escalate if it persists |
The SDK never collapses a non-2xx into a transport error. A 403 arrives as status == 403
with .code and .message intact; only a genuine absence of a response produces status == 0.
Covered by regression tests in both SDKs.
The failure mode to avoid is in your exception handler:
# ✗ Loses everything the API told you. A 403 with a precise, actionable refusal
# renders as a network outage, and the developer debugs a 500 that never happened.
try:
server.initiate_transfer(**payload)
except Exception:
show_toast("Could not reach the server")
# ✓ Distinguish "no response" from "answered with a refusal".
try:
server.initiate_transfer(**payload)
except InvoError as e:
if e.status == 0:
show_toast("Couldn't reach INVO — check your connection.")
else:
show_toast(e.message) # the API already wrote the actionable text
This is not hypothetical. A developer once spent a debugging session hunting a 500 that didn't exist — the logs showed two clean
403s carrying exact remediation steps, and a catch-all in the integration layer had rendered them as "could not reach the server."
409 is usually "not ready" or "already done", not a failure
INVO uses 409 for retryable not-ready states, not errors: a duplicate client_request_id,
an already-refunded order, an unverified domain. Branch on them (.is_duplicate_request,
.is_already_refunded, .is_phone_share_approval_required, .is_phone_share_already_approved)
and treat them as "retry" or "already done" — surfacing them as red error states misrepresents
what happened.
Classifiers:
| Helper | Meaning |
|---|---|
.is_token_expired |
player token expired — re-mint + retry |
.is_receiver_not_enrolled |
recipient has no passkey → switch to claim-code entry |
.is_insufficient_balance |
item purchase failed (400); required_amount + current_balance on .body |
.is_duplicate_request |
idempotency-keyed request was a duplicate (409) |
.is_not_platform_tenant |
Platform Commerce called by a non-platform tenant (403) — use purchase_item/create_checkout instead |
.is_amount_below_minimum / .is_below_card_minimum / .is_above_card_maximum |
amount too small for the fee to round up / card charge under $0.50 / card charge over INVO's maximum single card charge, which is a runtime setting (400) |
.is_already_refunded |
Platform Commerce refund of an already-refunded order (409) — treat as already done |
.is_game_not_live / .is_active_subscription_exists / .is_idempotent_replay_mismatch / .is_steam_reauthorization_required / .is_not_a_card_subscription / .is_steam_channel_required / .is_subscription_terminal / .is_not_authorized / .is_steam_authorization_pending / .is_steam_refund_not_supported / .is_refunds_not_enabled / .is_refund_window_closed / .is_refund_request_pending / .is_refund_request_rejected / .is_concurrent_request / .is_refund_mismatch / .is_sandbox_clock_unauthorized / .is_flow_paused |
subscription refusals — see Errors you will branch on (.existing_subscription_id, .mismatched_fields carry the bodies' extras) |
.is_phone_share_approval_required |
phone needs owner approval — at register/mint or at claim_transfer/claim_currency (contested receiver phone). Not a failure: money held, phone owner texted. Show .message (+ .phone_share_last4), re-issue the same claim after approval; sender refunded on denial/expiry |
.is_phone_share_already_approved |
the phone-share (phone, requesting_email) pair was already approved |
.is_steam_value_non_transferable |
initiate blocked (409): more than the non-Steam balance to a non-Steam destination → show .message, cap at .steam_transferable_max (.steam_origin_amount = Steam-locked portion) |
.is_non_steam_value_into_steam_blocked |
initiate blocked (409): non-Steam value can't move into a Steam title → show .message, pick a non-Steam destination |
| (spending) | not restricted by origin, and never an error. A player can spend any balance on items in any title, Steam-distributed or not, including currency bought through Steam. The two codes above are about currency moving between titles, so an item purchase has nothing to branch on |
.retry_after |
seconds to back off on a 429 throttle |
.is_enrollment_authorization_required |
first-enrollment needs the OTP grant |
.is_enrollment_proof_required |
another method exists → prove it via device link |
.is_source_game_not_live |
(403) the caller's OWN title is in testing → self-serve: switch it to Live in the console (Game Settings > Status). Show .message; .game_status has the current state |
.is_target_game_not_live |
(403) the DESTINATION title is in testing → the caller usually can't fix this (someone else's title). Show .message; steer to another destination via get_destinations. Deliberately distinct from .is_source_game_not_live; don't collapse them, the remediation differs |
.is_webauthn_not_enabled_for_tenant |
(403) tenant has no verified RP ID → configuration state, not a failure. The browser half should fall back to the SMS/in-app path; see passkey prerequisites |
from invonetwork import InvoError
try:
server.purchase_item(...)
except InvoError as e:
if e.is_insufficient_balance:
show_top_up(e.body) # {required_amount, current_balance}
else:
raise
API reference
InvoServer
Construct: InvoServer(game_secret, base_url, *, timeout=30, max_retries=2, retry_base_delay=0.25, user_agent=..., hooks=None, http=None, sandbox_clock_key=None)
| Method | Returns |
|---|---|
mint_player_token(player_email, player_phone?) |
PlayerToken(token, expires_at, identity_id, raw) — session mint for an existing player (404 if unknown); player_phone optional/validated-if-present (see Player token) |
initiate_send(...) |
InitiateResult(transaction_id, verification_method, guardian_approval, raw) |
initiate_transfer(...) |
InitiateResult |
create_checkout(player_email, usd_amount, rail?, success_url?, cancel_url?, metadata?) |
CreateCheckoutResult(session_id, checkout_url, expires_at, expires_in_seconds, raw, session_token), where session_token is INVO's own field (falling back to the checkout_url query string on a backend that predates it) and is the credential for the status read |
get_purchase_status(session_id, session_token) |
PurchaseStatusResult(status, terminal, order_id, session_id, coins_credited, transaction_id, new_balance, reason_code, message, amount_charged_usd, listed_usd, currency_name, raw): what happened to a hosted-checkout purchase. Authenticated by the SESSION token, not the game secret; properties is_credited / is_refused / is_refunded / is_expired / nothing_was_charged |
wait_for_purchase(session_id, session_token, interval=1.5, timeout=180, max_attempts?, should_stop?, on_update?, sleep?) |
the same result, polled until INVO's terminal is True (never re-derived from status); on the cap it returns the last result rather than raising |
quote_currency_purchase(*, usd_amount, player_email?, country?, subdivision?) |
CurrencyPurchaseQuote(total_usd, amount_cents, subtotal_usd, processing_fee_usd, coins, currency_name, breakdown, if_unacknowledged?, raw): what a card coin purchase will cost, INVO's card fee included; moves no money. Show total_usd, send it back as acknowledged_total_usd |
purchase_currency(player_email, usd_amount, purchase_reference, rail?, payment_method_id?, saved_card_id?, player_name?, player_phone?, metadata?, acknowledged_total_usd?) |
PurchaseResult(status, client_secret?, payment_intent_id?, payment_url?, transaction_id?, order_id?, new_balance?, raw, processing_fee_usd?, fee_taken_from?, coins_credited?, charge_total_usd?, receipt_number?, receipt_url?); see INVO's card fee (err.is_quote_stale, err.is_amount_below_fee); receipt fields on Merchant of Record only |
confirm_payment(payment_intent_id, order_id?) |
ConfirmPaymentResult(status, transaction_id?, new_balance?, raw, credited?, reason_code?); report success only on credited is True |
get_order_details(order_id? | transaction_id?) |
OrderDetailsResult(order, financial_summary, status_timeline, raw, receipt_number?, receipt_url?); the receipt fields (from GET /order-details) on a Merchant of Record currency purchase only |
purchase_item(...) |
PurchaseItemResult(status, transaction_id, order_id, new_balance, previous_balance, currency_name, financial_breakdown?, raw) — game tenant spending game currency on an in-game item |
get_item_purchase_history(player_email, limit?, offset?) |
ItemHistoryResult(history, pagination, raw) |
get_item_order_details(order_id? | transaction_id? | client_request_id?) |
OrderDetailsResult |
iterate_item_purchase_history(player_email, page_size?) |
generator of history rows (dict) |
platform_commerce.purchase(*, client_request_id, funding_source, player_email, player_name, item_id, item_name, item_quantity, unit_price, total_price, player_phone?, item_description?, item_category?, success_url?, cancel_url?, metadata?) |
PlatformPurchaseResult(status, funding_source, order_id?, transaction_id?, new_balance?, financial_breakdown?, session_id?, checkout_url?, expires_at?, amount_usd?, idempotent_replay, raw) — ecommerce (platform tenant); balance settles now, card returns a hosted-checkout checkout_url |
platform_commerce.get_status(order_id) |
PlatformOrderStatusResult(order_id, status, game_currency_amount?, usd_amount?, payment_method?, created_at?, raw, receipt_number?, receipt_url?) |
platform_commerce.refund(order_id? | client_request_id?, reason?, refund_remaining?, confirm_additional_refund?) |
PlatformRefundResult(status, order_id?, funding_source?, refunded_amount?, amount_unit?, fee_retained?, raw, partial_refund?, adopted, refunded_total_usd?, charge_total_usd?, remaining_usd?); pass exactly one id; INVO keeps its fee; partial_refund, refunded_total_usd, charge_total_usd, remaining_usd only on a card sale refunded in parts; adopted is True whenever the call recorded an existing refund (a full one included) |
subscriptions.create(*, client_request_id, player_email, player_name, item_id, amount_usd, player_phone?, item_name?, interval="month", interval_count=1, trial_days?, trial_end?, wallet_only?, player_card_id?, metadata?, consent?, revenue_share?, trial_amount_usd?) |
SubscriptionResult(subscription, first_charge, card?, idempotent_replay, warning?, raw) with FirstCharge(status, amount_usd?, paid_through?, paid_period_seq?, failure_code?, next_retry_at?, confirmation_url?, expires_at?, message?, raw) — card rail; charges period 1 before responding; branch on first_charge.status (paid / requires_action / skipped_trial / failed / pending); key entitlement on paid_period_seq, not subscription.period_seq; idempotent on client_request_id (a replay is a 200 with idempotent_replay, never a second charge) |
subscriptions.get(subscription_id, include_player=False) |
Subscription(subscription_id, status, amount_usd, pending_amount_usd?, interval, interval_count, item_id, item_name?, current_period_start?, current_period_end?, period_seq, next_charge_at?, paid_through?, cancel_at_period_end, trial_end?, canceled_at?, ended_at?, wallet_only, has_payment_method, funding_rail, steam_agreement_status?, client_request_id, game_id, player_id?, metadata?, consent, revenue_share?, created_at?, updated_at?, player_email?, player_name?, raw, trial_amount_usd?, trial_amount_coins_estimate?): paid_through is the entitlement boundary; include_player=True fills player_email / player_name (INVO puts them on the object; there is no separate block) |
subscriptions.list_for_player(player_email, *, status?, limit?, offset?, include_player=False) |
SubscriptionListResult(player_email, subscriptions, pagination, raw) — newest first; status may include live; unknown player = empty list |
subscriptions.cancel(subscription_id, *, at_period_end=True, reason?) |
CancelResult(status, already_canceled, cancel_at_period_end, effective_at?, access_until?, paid_through?, terminated_immediately, downgrade_reason?, final_status?, steam_agreement_status?, steam_agreement_canceled?, subscription, raw) — at-period-end on an unpaid subscription is downgraded to immediate; a terminal row answers 200 with already_canceled |
subscriptions.change_amount(subscription_id, amount_usd) |
AmountChangeResult(status, old_amount_usd, new_amount_usd, pending_amount_usd?, change_queued, applies_from?, applies_from_period_seq?, paid_through?, current_period_end?, prorated, subscription, raw) — staged for the next renewal, no proration; a Steam increase raises err.is_steam_reauthorization_required |
subscriptions.set_payment_method(subscription_id, *, player_card_id?, wallet_only?) |
PaymentMethodResult(status, replaced, wallet_only, card?, subscription, raw) — card rail only (err.is_not_a_card_subscription on Steam); used from the next charge |
subscriptions.refund(subscription_id, *, client_request_id, period_seq?, amount_usd?, reason?) |
a RefundResult subclass, branch on status: RefundReceipt ("refunded") or RefundPendingApproval ("pending_approval", HTTP 202, over the daily limit, nothing moved; adds request_id, request_status, requested_amount_usd?, requested_at?, daily_cap_usd?, executed_today_usd?, message?). Both carry status, idempotent_replay, refund_key?, period_seq?, transaction_id?, refunded_amount_usd?, total_refunded_amount_usd?, remaining_refundable_usd?, is_full_refund, funding_shape?, balance_delta_coins?, card_refunded_usd?, processor_refund_reference?, processor_refund_adopted, invo_fee_retained, partner_revenue_reversed_usd?, partner_revenue_reversal_mode?, reason?, refunded_at?, new_balance?, revenue_share_attribution?, note?, warnings, subscription_canceled?, subscription_status?, processing_fee_usd?, processing_fee_basis?, processing_fee_borne_by?, processing_fee_transaction_id?, partner_total_reversed_usd?, initiation?, refund_request_id?, raw. Card rail; idempotent on client_request_id (a replay, idempotent_replay=True, never carries new_balance or revenue_share_attribution); a full refund cancels the subscription; not for Steam-charged periods |
subscriptions.steam_init(*, client_request_id, player_email, player_name, item_id, amount_usd, steam_id, user_session="client", player_ip?, item_name?, interval="month", interval_count=1, player_phone?, metadata?, consent?, revenue_share?) |
SteamInitResult(status, subscription_status, subscription_id, subscription, order_id?, steam_order_id, steam_transid?, pending_reuse, steam_checkout_url?, amount_usd?, amount_coins?, steam_charge_usd?, recurring_amount_usd?, first_charge, idempotent_replay, message?, raw) — Steam rail; nothing charged; match the client callback on steam_order_id; show amount_coins; web needs player_ip + a top-level window; then steam_finalize within 24 h |
subscriptions.steam_finalize(subscription_id) |
SubscriptionResult(..., already_processed, steam_agreement_status?, sandbox_auto_approved, warning?) — captures period 1 and settles it as a renewal; idempotent (already_processed); err.is_not_authorized (409) is the normal wait state |
cards.create_setup_session(*, player_email, success_url?, cancel_url?, metadata?) |
CardSetupSession(session_id, card_setup_url, expires_at, raw): the recommended card capture for subscriptions; mint a 10-minute link to the INVO-hosted card page, send the member to card_setup_url (top-level), then read the card's id from cards.list; no browser code, no processor named; never auto-retried; err.is_player_not_found / is_invalid_player_email / is_invalid_input |
cards.begin_setup(*, player_email, setup_reference, payment_method_id?) |
CardSetupBegin(status, setup_intent_id, client_secret?, publishable_key?, card?, already_saved, message?, raw): the processor-bound card capture (you run the card form); charges nothing; the player must already exist; idempotent on setup_reference |
cards.confirm_setup(*, setup_intent_id) |
CardSetupConfirm(status, setup_intent_id, card?, already_saved, raw): record the card after the client confirmed / authenticated on the processor-bound path; idempotent |
cards.list(player_email) |
PlayerCardsResult(cards, raw) of PlayerCard(id, last_four, brand, exp_month, exp_year, created_at?, raw) — unexpired, newest first; id is the player_card_id |
sandbox.subscriptions.advance_clock(subscription_id, intervals=1) / .force_renewal(subscription_id) / .force_failure(subscription_id, outcome="card_declined", *, failure_code?, failure_message?) / .force_auth_challenge(subscription_id, *, failure_message?) |
SandboxClockResult(status, action, engine_stats, subscription, before?, after?, period_seq?, attempt_no?, amount_usd?, amount_coins?, retired, intervals?, intervals_applied_to_window?, window_moved?, retry_budget_used?, retry_schedule_days?, retries_remaining?, auth_challenges_used?, max_auth_challenges?, downgraded_to_decline?, note?, raw) — sandbox only, POST /subscriptions/<id>/... relative to the sandbox base (no /api), sends X-Sandbox-Clock-Key from sandbox_clock_key (refused before the network without it); never auto-retried |
get_player_balance(player_email) |
PlayerBalanceResult(player, balances, summary, raw) — by email only (no by-id route; use browser InvoClient.getBalance() client-side) |
get_inbound_pending(player_email? | player_phone?) |
InboundPendingResult(inbound_pending, raw) |
get_linked_identities(player_email? | player_phone?) |
LinkedIdentitiesResult(wallet_user_id, primary_email, primary_phone, is_minor, emails, not_found, raw) — server-only (PII) |
verify_sms_transfer(transaction_id, sms_pin)verify_sms_send(...) |
Deprecated (3.1.0), removal at a future major. SmsVerifyResult — completes the SMS-PIN path when verification_method == "sms". Prefer passkey enrollment + browser approve; keep this only for users who can't enroll. Still fully functional, no runtime warning. |
claim_transfer(*, claim_code, target_player_*, target_currency_id, target_player_id?) / claim_currency(*, claim_code, receiver_player_*, receiver_player_id?) |
ClaimResult — redeem a claim code (needs_account_selection + candidates on a multi-account phone) |
get_transfer_status(transaction_id) / get_send_status(transaction_id) |
TransactionStatusResult — poll outbound state (verification_state) |
get_guardian_approval_status(transaction_id) |
GuardianApprovalStatusResult — poll a guardian hold to resolution (state) |
get_destinations(source_game_id, direction="transfer") |
DestinationsResult(status, source_game_id, source_game_name, ..., available_games, total_destinations, direction, linked_game_ids?, raw) — where a player can send/transfer FROM source_game_id, with DestinationGame metadata inline |
recovery_begin(player_token) / recovery_complete(player_token, code) |
RecoveryBeginResult / RecoveryCompleteResult — player-token passkey recovery relay ("lost/replaced my passkey"); after recovered, the browser re-runs enrollPasskey(). Recovered keys can't move money OUT for 24h (PASSKEY_RECOVERY_COOLDOWN) |
begin_device_approval(*, player_token, transaction_id, flow, channel="qr") |
DeviceApprovalGrant(device_code, user_code, verification_uri, verification_uri_complete, expires_in, interval, channel, raw) — player token, never the game secret; show verification_uri_complete as a QR |
poll_device_approval(*, player_token, device_code) |
DeviceApprovalPollResult(status, interval?, enrollment?, transaction_id?, flow?, approved_at?, raw) — status is one of approved / authorization_pending / slow_down / expired_token / access_denied; invalid_grant raises |
confirm_device_enrollment(*, player_token, device_code, decision) |
ConfirmDeviceEnrollmentResult(status, raw) — answers the on-screen match-code prompt; decision is "approve" or "deny" |
approve_with_device_code(*, player_token, transaction_id, flow, device_code) |
The money step. DeviceApprovalSettleResult — routes by flow to the transfer/send approve or confirm-receipt endpoint. TRANSACTION_NOT_PENDING comes back as status="not_pending" + already_settled + current_status, not raised |
complete_device_approval(*, player_token, transaction_id, flow, device_code, interval=5, on_enrollment=None, should_stop=None, sleep=None) |
CompleteDeviceApprovalResult(status, settlement?, last_poll?) — convenience loop: polls honouring interval/slow_down, then calls approve_with_device_code |
phone_share_initiate(phone, email) |
PhoneShareInitiateResult — unauthenticated; send the fallback OTP for a phone-share (resolves a claim's 409 PHONE_SHARE_APPROVAL_REQUIRED) |
phone_share_approve(approval_id, otp) |
PhoneShareApproveResult — unauthenticated; approve with the OTP, then re-issue the original request |
phone_share_status(phone, email) |
PhoneShareStatusResult — unauthenticated; poll whether the (phone, email) pair is approved |
Module-level
| Function | Returns |
|---|---|
verify_webhook(raw_body, signature_header, secret_or_secrets, *, tolerance_seconds=300, now=None) |
WebhookEvent(event_id, idempotency_key, event_type, schema_version, created_at, tenant_id, data, raw) — raises InvoError on any failure |
Every result keeps the full backend body on .raw for fields not surfaced explicitly.
Versioning & stability
Since 1.0.0 the public API is stable: it follows semver, and
no breaking change ships without a major version bump + a migration note (two majors to date:
2.0.0 required player_phone at the token mint, which 2.2.0 later relaxed back to optional,
and 3.0.0 moved the Platform Commerce card leg to INVO's hosted checkout). Deprecations get a
documentation-only notice in a minor release first — verify_sms_transfer/verify_sms_send are
deprecated as of 3.1.0 and keep working until a future major removes them. It's at parity with
the JS SDK (3.x) — same server surface,
same webhook scheme, and the passkey-recovery relay — and the wire contract is the same live
INVO API, backward-compatible within a major. Safe to depend on in production; pin a version
and watch releases for updates.
Development
python -m venv .venv && . .venv/bin/activate # (Windows: .venv\Scripts\activate)
pip install -e ".[dev]"
python -m pytest # tests
python -m ruff check . # lint
python -m mypy # types (strict)
License
Proprietary — © Invo Tech Inc. See LICENSE.
Release files for invonetwork 3.13.0
For a detailed explanation of source distributions (sdists) and built distributions (wheels), please see the package formats documentation.
Source distribution (sdist)
| File | Size | Uploaded | |
|---|---|---|---|
| invonetwork-3.13.0.tar.gz | 326.9 kB | Details |
Built distribution (wheel)
| File | Interpreter | ABI | Platform | Reset |
|---|---|---|---|---|
| invonetwork-3.13.0-py3-none-any.whl | Python 3 | none | any | Details |
Total release size: 499.2 kB
Release files / invonetwork-3.13.0.tar.gz
| Download URL | invonetwork-3.13.0.tar.gz |
|---|---|
| Size | 326.9 kB |
| Tags | Source |
|
SHA-256 checksum How to use checksums |
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No |
| Uploaded via |
twine/7.0.0 CPython/3.12.10
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Release files / invonetwork-3.13.0-py3-none-any.whl
| Download URL | invonetwork-3.13.0-py3-none-any.whl |
|---|---|
| Size | 172.4 kB |
| Tags | Python 3 |
|
SHA-256 checksum How to use checksums |
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Uploaded using Trusted Publishing? What is trusted publishing? |
No |
| Uploaded via |
twine/7.0.0 CPython/3.12.10
|