Your Portal's Coin Wallet Is the Regulated Product. The Games You Licensed Can't Be Patched to Fix It.
Before you license HTML5 games for a portal that sells coins, settle one thing: EU consumer law lands on the wallet you built, not on the games you licensed.
Almost every casual HTML5 catalogue arrives without a store in it. The titles are self-contained: they load, they play, they end. The economy โ coins, gems, tickets, tokens, whatever you called it โ is something the operator bolts on afterwards, around the games, to unlock premium titles, buy tournament entries, remove ads or dress up an avatar.
That bolt-on layer is the part European regulators have spent the last eighteen months describing in detail. Not the match-3. The purchase flow, the coin pack grid, the "best value" badge, the countdown on the offer, and the fact that the price on the button is 500 coins rather than โฌ4.99. If you run a portal built on licensed content, your regulated surface and your licensed surface are two different things, and only one of them is code you can change.
๐ช Two Things Wear the Words "In-Game Currency"
The trade press writes about virtual currency as if it were one product. It is two.
The first is a studio's internal economy: gems in a live-ops mobile title, sold through the App Store or Google Play, tuned by a monetisation team, patched every fortnight. That is what most of the regulatory commentary is aimed at, and it is what the large publishers are lobbying about.
The second is a portal wallet. A carrier games service, a white-label portal, a publisher's games section or a subscription site sells a balance that spans a catalogue of licensed titles from several suppliers. The player buys once and spends across many games. Nothing inside any individual game knows the price was โฌ4.99, because nothing inside any individual game handled the transaction.
For a licensor, the second case barely exists. For an operator, it is the whole business. And under EU consumer law the operator selling that balance is the trader: the contract for the coins is between you and the player. Your supplier is not a party to it, is not named in it, and will not be the one answering a national authority's letter.
๐ The Rules Already Exist. They Landed in March 2025.
The deadline operators keep waiting for is the wrong one. The EU's Consumer Protection Cooperation Network โ the group of national enforcement authorities coordinated by the Commission โ adopted seven key principles on in-game virtual currencies in March 2025, prepared under the lead of the Dutch authority ACM and the Norwegian Consumer Authority.
They are not new law and they are not binding. They are the network's shared reading of law that already applies โ the Unfair Commercial Practices Directive and the Consumer Rights Directive โ to a specific product. That is a weaker instrument than a regulation and a much faster one, because nothing has to be passed first. The same announcement carried a coordinated action against Star Stable Entertainment over practices including obscured euro prices, time-pressure tactics and marketing aimed at children.
Condensed, the seven principles say:
- Show the price of digital content in real-world money, even when the purchase happens in a virtual currency.
- Do not hide costs behind layered or mixed currencies, or force exchanges that make the real price hard to work out.
- Let the consumer buy the amount they actually want, rather than a pack that strands a leftover balance.
- Give proper pre-contractual information before the purchase, including the right of withdrawal and how it applies.
- Write the terms in plain language.
- Make the withdrawal right genuinely exercisable, not theoretically available.
- Design for the vulnerabilities of the audience you actually have, children included.
๐งพ Four of Them Rebuild a Portal Wallet
Read that list as a product spec rather than a legal summary and four items change screens you have already shipped.
Real-money price display
The unlock button in your portal probably says "500 coins". Under the principles it should also tell the player what 500 coins cost in euros. That is not one label. It is a conversion rate that has to hold across every coin pack you sell, which means the moment you run a "40% more coins" promotion, the same item has two real-money prices depending on which pack the player bought. Most portal wallets are not modelled to answer that question at all.
Buying the amount you want
The standard pack ladder โ 500 / 1,200 / 3,000 coins โ exists to leave a residue. Items priced at 600 make a 500 pack useless. That is the practice the principles single out, and it is the one with the most revenue attached to it, which is why it is worth deciding deliberately rather than discovering in an enforcement letter. Either price items so packs can clear, or let players top up an exact amount.
Pre-contractual information and withdrawal
The 14-day withdrawal right for digital content can be waived, but only with the consumer's express prior consent and an acknowledgement they are losing it. If your checkout does not capture that step explicitly, you have not extinguished the right โ you have just stopped mentioning it.
The audience you actually have
A general casual portal is not a kids' product, and operators say so constantly. It is also full of dress-up, match-3 and cartoon-styled titles. The principles ask about the vulnerabilities of the players you attract, not the audience in your media kit.
๐ณ๏ธ Parliament Named In-App Currencies Directly
On 26 November 2025 the European Parliament adopted its own-initiative resolution on the protection of minors online (2025/2060(INI)), rapporteur Christel Schaldemose, by 483 votes to 92 with 86 abstentions. The IMCO committee had adopted the report in October by 32 to 5 with 9 abstentions.
It is a political instrument, not a law: it binds nobody and creates no obligation. What makes it worth reading is the specificity. The text asks the Commission to ensure the forthcoming Digital Fairness Act protects minors who play games, including by prohibiting loot boxes, in-app currencies and pay-to-progress and pay-to-win mechanics in games likely to be accessed by minors โ alongside default-off treatment for addictive design features such as autoplay and reward loops for under-18s.
"Likely to be accessed by minors" is the phrase that reaches an operator who has never thought of themselves as running kids' content. A casual portal with a cartoon section, no age gate and a coin wallet fits that description on its face. Whether any of it survives into a legislative text is a separate question. The drafting instinct is the signal.
โณ Q3 or Q4 2026, and Both Answers Are Being Published
Sources genuinely disagree on when the Digital Fairness Act proposal appears. Legal analysis of the Commission's 2026 Work Programme puts it in Q4 2026; several policy trackers have said Q3. At the time of writing no proposal text has been published, so every account of what it contains โ real-money price display, purchase confirmation steps, parental authorisation for minors, restrictions or a ban on paid random items โ describes options under consideration, not drafted provisions.
Then add the rest of the path: a proposal is the start of trilogue, not the end of it, and a directive needs national transposition after that. Anyone building a compliance plan around a DFA date is planning for the back half of the decade.
Which is exactly why the CPC principles matter more to an operator right now. They apply to law that is already in force, through authorities that are already coordinating actions, against a product you are already selling.
๐๏ธ PEGI Moved First, and It Rated Your Login Streak
Ratings moved faster than legislation. PEGI announced a set of interactive risk categories on 12 March 2026, applying from June 2026, which rate monetisation and engagement mechanics rather than content. The reported thresholds:
- Paid random items โ loot boxes, card packs, gacha: minimum PEGI 16, whatever else is in the game.
- Time-limited or quantity-limited offers: minimum PEGI 12.
- Reward-based login systems โ daily quests, streaks: minimum PEGI 7, with mechanics that punish non-return escalating to 12.
- NFT or blockchain mechanics, and unmoderated player communication: PEGI 18.
Read the third one again. The daily-reward loop is not something you licensed. It is the retention layer you built, and on a rating questionnaire it now has an answer attached to it. For a web portal that is a labelling question. For the same catalogue shipped as an Android app it is a store-listing question, and the age band you land in decides which acquisition channels stay open.
๐ You Cannot Patch a Licensed Build, So Keep the Compliance Outside It
This is the architectural point, and it is worth deciding before the next batch of titles lands rather than after.
A licensed HTML5 title is a fixed artefact. You did not write it, you usually cannot recompile it, and on a licensor-hosted embed you cannot touch it at all. If a rule requires a euro price beside a purchase button, and that button is inside somebody else's build, you have an obligation and no code. So put every regulated moment on your side of the boundary:
- The game spends a balance. It never sells one. All purchase, pricing, confirmation and receipt screens live in your wallet UI, outside the game frame.
- Currency conversion and price display are wallet functions, so a promotion changes one place rather than 1,000.
- Age signals, consent state and spend limits are held by the portal, because the game has no way to know them.
- Any title that ships its own store or its own paid random items is a different procurement decision, not a catalogue filler.
That last point is where the licence has to do work.
๐ What to Ask the Licensor Before the Next Batch Lands
- A per-title manifest: does this build contain in-app purchases, paid random items, a third-party store, ads, or any outbound payment call?
- A warranty that the manifest is accurate, and notification when an updated build changes any answer.
- The right to reject or remove a title on a compliance basis without renegotiating the whole deal.
- Who supplies the answers for a rating questionnaire โ yours or theirs โ and in what format.
- Whether the same title's APK build differs from the HTML5 build on any of the above. It often does.
- For licensor-hosted embeds: what the frame is permitted to render, and whether anything in it can transact.
๐ซ Five Ways Operators Walk Into This
- Assuming the licensor is the trader. They sold you content. You sold the player a coin balance. The consumer contract is yours alone.
- Waiting for the Act. The enforceable material is the existing directives, read through the CPC principles, available to authorities now.
- Treating "we're not a kids' service" as a finding. It is a claim. Your traffic mix and your cartoon section are the evidence that will be looked at.
- Letting a licensed title own a purchase screen. The moment money moves inside a build you cannot patch, your compliance surface is somebody else's release schedule.
- Pricing items so packs can never clear. It is the single most commonly cited pattern in this area, and it is a pricing-table change, not an engineering project.
๐ฏ What a Licence Covers When You License HTML5 Games From a Direct Licensor
Licensing direct rather than through a self-serve feed exists precisely so questions like these get answered before signature instead of after launch. A catalogue licence from Forestry Games โ which has operated since 2017 and licenses 1,049 titles across HTML5 and Android โ is a scope conversation: which titles, which territories, which platforms, which term, and which build format for each surface you run.
What comes out of it is deliverables rather than a download link: HTML5 builds you can host on your own origin, APK builds where an Android route calls for them, source-level delivery where an integration has to change, branding and white-label options, and hosting arranged either way. Catalogue depth matters here for an unglamorous reason โ when a title's mechanics do not fit the rules of the market you are selling into, you need a replacement in the same genre rather than a hole on the homepage. You can browse the catalogue, license HTML5 games by scope, or ask for a licence scope written around a portal that runs its own wallet, including the per-title manifest above.
๐งธ Licensing Branded Games When the Wallet Is the Risky Part
Branded content changes the shape of this problem, because the revenue does not have to come from the player at all. A campaign paid for by a brand, an event activation or a carrier bundle carries no coin economy, no purchase screen and none of the obligations attached to selling a balance to a minor.
Forestry Games works with branded IP and has brand partnerships including Disney, Nickelodeon, Cartoon Network and Warner Bros. Businesses can license branded game content through Forestry Games for campaigns, portals, events and apps, alongside the generic catalogue. That is a capability statement and nothing more โ terms, availability and approvals are set case by case, and a branded licence carries its own clearance and approval process, which for kids-facing properties is typically stricter than anything a regulator has asked of you.
If a branded activation or a paid tier is the direction, the next step is a scope conversation rather than a file transfer: tell us the surface, the territory and the window, and ask for a portal demo or a membership and licensing option that fits it. If the wallet itself is the thing you are reconsidering, a subscription-funded portal removes the per-item purchase flow entirely and replaces it with one priced transaction.
๐งญ Put a Euro Sign Next to the Coins This Week
There is a cheap version of this work and an expensive one. The cheap version takes an afternoon: open your own store screen, count how many places a price appears in coins with no real-money equivalent beside it, and check whether your smallest coin pack can actually clear your cheapest item. Both are pricing-table edits. Neither needs a lawyer, a proposal text, or a Q4 date.
The expensive version is discovering in year two that a hundred licensed builds each contain a purchase button you cannot reach, and that the fix is a re-licence rather than a release. That is decided at procurement, in the manifest clause, not in engineering.
So before you license HTML5 games for the next portal term, write down two things: where money moves in your product, and who owns the code at each of those points. If any of them sit inside a frame you do not control, change the deal, not the roadmap.


