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>charge the end customer in some larger amount - say $5 or $10, and then draw down the micro transaction amount as you go.

Wow, I just realized why Steam does this for in-game purchases.



That's also so they can deny refunds for cash balances — once you pay money to their company, you may never receive it back under any circumstances. That way they can 'refund' you games at any time, but not ever have to record a cash transaction to do so. This is, not coincidentally, universal among online video game and microtransaction stores, with the singular exception of Apple who does not compel all purchases through an intermediate currency balance.


Steam only requires the Steam Wallet for microtransactions. Games and DLC are usually bought "directly". Refunds go to the original payment method, unless you explicitly request that it should go to the wallet.

> with the singular exception of Apple who does not compel all purchases through an intermediate currency balance.

Google Play doesn't have one either, FWIW.


Oh! That's news. Thanks for the heads up, I didn't know that about Steam.


Pretty sure that's been the case since they started doing refunds.


My personal experience may have given me an incorrect view on it due to unusual reasons. I appreciate the correction all the same.




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