Publishers should own the player relationship.
If you sell physical products online, you own the customer relationship from day one. You know who bought what, when they came back, what they browsed, and how to reach them. Shopify, Stripe, Klaviyo. An entire ecosystem exists to make this effortless.
If you sell digital games, you own almost nothing. The storefront knows your players. The platform knows their purchase history. The community lives on someone else's Discord or Reddit. You ship the game, the storefront sells it, and you get a sales report and a review score. The player relationship belongs to everyone except the people who made the game.
LootLocker exists because that's broken. We build the infrastructure that lets publishers and developers own the direct relationship with their players: who they are, what they've collected, how they engage, and how to reward them for sticking around. One player platform that works across every game you ship, every platform you ship on, and every launch that comes after.
Most player relationship platforms sit between you and your players. LootLocker sits behind you. It's your brand, your login, your store, your rewards that players see. LootLocker powers the infrastructure. Your players never have to know we're there.
Built by people who've done this before.
LootLocker was founded in Stockholm by serial entrepreneurs with decades of experience building and publishing games and game technology. Our team has shipped titles and built backend systems at Avalanche Studios, Mojang, DICE, King, Crytek, and leading eCommerce platforms.
We've built these tools before, inside studios that needed them. Now we're building them for everyone.
Want to talk?
Whether you're shipping your first game or managing a cross-platform catalog, we'd love to hear what you're working on.