Join us
Cheat Developer Partnership
If you already have a build that runs, hand us sales, key delivery, support, refunds and risk control — and spend your time on features instead. Go exclusive and you get the best revenue share you will find anywhere: show us a better offer and we will beat it.
- Best exclusive share anywhere
- Sales and support covered
- Scheduled, itemised payouts
What we need
Who we're looking for
We don't want a pitch deck, we want a build that runs. If you have a working product — even one game with nothing but ESP and aimbot — talk to TopCheat support. What decides it is simple: whether the features hold up against the live game and its anti-cheat, whether you can keep pace when the game patches, whether you tell us the truth the moment something breaks, and how you describe the product to players.
- A product that runs today: it loads and works against the current game build and anti-cheat.
- A real update rhythm: minor patches followed within hours, a clear answer on major versions in 1–3 days.
- Anti-cheat literacy: you can explain how it loads, how it protects itself and where its known risks are.
- A test channel: leave us a set of test licences so every new build passes internal testing before users see it.
- Straight talk: flag detection risk the moment you see it. We pause sales first and announce after.
- One story in public: no “100% undetected” claims, no invented features, no demo material lifted from anyone else.
- No resold pastes: products built on leaked or public source with a new skin aren't for us.
The split
You ship the build, we run the storefront
Once a product is listed you deal with one person long term: the engineer assigned to it. Everything else — store pages, traffic, order handling on Telegram, key delivery, tickets, refunds, chargebacks and downtime notices — runs on systems that already serve the rest of the catalogue. You don't rebuild any of it, and you don't wake up at 3am because someone's inject failed.
A partner product is listed the way the rest of the catalogue is: first-hand supply straight from you to the player, sold under your own name, with nobody in between taking a cut on the way through. Buyers get the same status page, the same update cadence and the same support desk as everything else we sell.
Bilingual store pages
We write the Chinese and English pages, the feature copy and the FAQ, and wire the product into the catalogue and its game pages.
Ordering and key delivery
Keys are issued automatically once payment clears, usually within 5 minutes, and copied to the buyer's Telegram chat and inbox.
24/7 bilingual support
Install errors, failed injects and HWID resets go to our agents, who reply in under 5 minutes on average. Users never land in your DMs.
Refunds and risk control
Refunds run on the site baseline plus your product's own pre-sale terms, and chargebacks, fraud and licence abuse are ours to absorb.
Status page and notices
Every product's status is public. If detection risk moves we pause sales first and announce after, and users are compensated for the downtime.
Licensing and distribution
Loader delivery, licence binding and HWID checks all run on our system, which cuts down resale and pirated copies of your work.
Two ways in
Exclusive or non-exclusive
Both are on the table. Non-exclusive means you keep selling wherever you sell today; we list the product on our standard terms, give it the same delivery, support and after-sales handling as everything else in the catalogue, and allocate promotion by how it actually performs. What you ship to your other channels is entirely your business.
Exclusive means the product is sold through TopCheat and nowhere else. In exchange we commit to the best revenue share on the market for that product — bring us what you are offered elsewhere and we will beat it — plus first call on the homepage popular grid, the launch announcement and promotion in both English and Chinese. We don't print the number on a public page; it's agreed per product with support and written into the agreement.
- Non-exclusive: standard terms, and identical delivery, support and after-sales to every other product.
- Exclusive: the best revenue share you will find anywhere, agreed per product with support and put in writing.
- Exclusive products get first call on the homepage popular grid, the launch announcement and bilingual promo material.
- Scope, term and how either side walks away are settled up front, not agreed verbally.
- Either way, the IP and the product's name stay with the author.
Process
From submission to listing
From your first message to the day the product goes on sale is usually four steps. What we find at each one gets written down and sent to you as it stands, including whatever the internal testing turns up — nothing is dressed up to get a deal over the line. You can stop at any step, at no cost, with nothing of yours locked up.
Technical review
Send TopCheat support the product description, the games it covers, its current state and a set of test licences. We put you straight in touch with the engineer who'll own it.
Internal testing
We run it against the live anti-cheat: does it work, does it load reliably, does it survive a patch. You get the findings exactly as we wrote them.
Pricing and terms
Together we set the plan tiers, what each tier includes and whether it's exclusive. The revenue terms go into the agreement and take effect once both sides sign off.
Go live
We publish the bilingual pages, connect delivery and support, and the product joins the catalogue and the status page. Sales start and settlement runs on schedule.
Guarantees
Settlement and author rights
This is the part authors ask about last and care about most, so it is written down rather than settled in a chat window: when you get paid, what you can see without asking us, who absorbs a refund, and what happens the day you want the product back. A dashboard shows sales, activations and renewals whenever you care to look, and every statement is itemised so you can check us line by line.
- Settlement runs on a fixed cycle, with the cycle and the payout threshold written into your agreement.
- Chargebacks, fraud and licence abuse are absorbed by us and never touch your share.
- Refunds caused by a fault in the product come off that period's sales, listed line by line.
- Source code, IP and the product's name stay yours. We never ask you to hand over the source.
- We don't pass your product to third parties, rename or re-skin it, or redistribute it under our name.
- Downtime is compensated to users in remaining licence time, on rules agreed before launch.
- Want out? Give notice, and we follow the term and exit clause in your agreement.
- We serve out the time already sold, then the product comes down.
FAQ
Developer FAQ
What's the actual revenue share?
We don't publish a number, because it depends on the product, how much demand the game has, whether it's exclusive and how much update work it takes. What is fixed: for an exclusive product we commit to the best share on the market — show us a better offer and we will beat it — and whatever we agree goes into the agreement. Message Telegram support with your product details to start.
I only cover one game. Is that too small?
No. What matters is whether the product is stable on the current build and whether you keep up with patches. One game and one module is a fine place to start; you can expand once it's running.
Do I have to hand over my source code?
No. For the technical review we need a build that runs and a set of test licences, so we can verify the features and how stable they are. The source, the IP and the product's name stay with you.
Who deals with users and refunds?
We do. Installs, failed injects, HWID resets and refund requests all go to our 24/7 Telegram support. Refunds run on the site baseline — an unactivated key is refundable within 24 hours, and a fault on our side is compensated in remaining time — while your product's own pre-sale terms are written with you before it goes live. You don't run a support group and you don't collect payments.
If I go exclusive, what happens to my existing customers?
The scope, the term and how your existing channels are handled are all settled before anything is signed, and written into the agreement. Nothing is left vague.
What if I can't keep up after a game update?
The product goes into maintenance and sales pause, the notice goes out on the status page and Telegram, and users are compensated in remaining licence time. We expect minor patches within hours and a clear answer on major versions in 1–3 days. If you can't make it, say so early — don't let users find out first.
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