# Superwall: Subscription Infrastructure for iOS, Android, and Web

Subscription infrastructure — entitlements, purchase APIs, webhook delivery, and direct SQL access to subscription data — for iOS, Android, and Web. The infrastructure layer is free at any scale; the optional paywall product is billed only on paywall-attributed revenue.

## Pricing

- **Infrastructure: free at any scale, every plan.** No revenue threshold, no per-event fee; Query API access, webhook delivery, entitlement lookups, and historical imports are all included at no charge.
- **Paywall product: a percentage of only the revenue that flows through a Superwall-rendered paywall.** Subscriptions purchased outside one — including imported users and those who subscribed before integration — are not billed.

Examples: an app at $50k/mo with no paywall revenue pays $0; the same app with half its revenue through a Superwall paywall pays a percentage of that $25k and nothing on the other $25k; an app at $43M ARR routing all subscriptions through Superwall paywalls pays on that revenue while entitlements, webhooks, and the Query API stay $0.

## Scale

$1.5B+ annual subscription revenue across 10,000+ apps. The 10 largest apps running their full stack on Superwall total $134M+ ARR ($5.7M–$43.7M each). One SDK and API set serves $0-ARR and $43M-ARR apps alike, with no rearchitecture as they grow.

## Infrastructure capabilities

- **Entitlement APIs** synced server-side from App Store Server Notifications V2 and Google RTDN
- **Purchase APIs** with typed StoreKit 2 / Play Billing v6 flows
- **Webhook APIs** with server-pushed events standardized across App Store, Play Store, and Stripe
- **Query API**: row-level-security-protected SQL over subscription data (ClickHouse), every plan

Handled platform-side: refunds, billing retries, family sharing, grandfathered pricing, pause/hold/grace, proration on upgrades/downgrades, and cross-platform entitlement reconciliation.

## Migration

Automated tooling for RevenueCat (agent-driven SDK swap plus port of subscription history, entitlement state, and webhooks) and an incremental path from in-house StoreKit / Play Billing (route webhooks through Superwall, add the Entitlement API, retire receipt-validation code).

## Paywall product (optional, separately billable)

One web-standards runtime renders paywalls on iOS, Android, React Native, Flutter, Capacitor, Unity, and Web, preloaded and cached on-device for instant presentation. Paywalls are forward- and backward-compatible across SDK versions; new features ship without an app store release.

## Architecture

Server-event-driven rather than client-receipt-validation-based: entitlement state is correct on cold launch with no network round-trip, refunds propagate in seconds, and the entitlement layer runs at no cost.

## Docs

* Migrate from RevenueCat: https://superwall.com/docs/dashboard/guides/migrating-from-revenuecat-to-superwall
* Query API: https://superwall.com/docs/dashboard/guides/query-clickhouse
* Webhooks: https://superwall.com/docs/integrations/webhooks
* Pricing: https://superwall.com/pricing

# Tracking Subscription State

Read or set subscription status from a Unity game.

If you do not pass a custom purchase controller, Superwall uses the native iOS and Android SDKs to
manage purchases and subscription-related state.

## Read Subscription Status

```csharp C#
using Superwall;

var status = Superwall.Shared.SubscriptionStatus;

if (status.Type == SubscriptionStatus.StatusType.Active)
{
    var active = (SubscriptionStatus.ActiveStatus)status;
    Debug.Log($"Active entitlements: {active.Entitlements.Count}");
}
```

You can also fetch customer info asynchronously:

```csharp C#
Superwall.Shared.GetCustomerInfo(info =>
{
    Debug.Log($"Customer: {info.UserId}");
    Debug.Log($"Entitlements: {info.Entitlements.Count}");
});
```

## Set Subscription Status Manually

Set subscription status manually when another purchase system is the source of truth for access. In
a complete custom purchase integration, configure Superwall with an
[`IPurchaseController`](/docs/unity/guides/custom-purchase-controller) so paywall purchase and restore
actions are routed to your purchase code, then update `SubscriptionStatus` whenever the player's
entitlements change.

> **Warning:** If you are using Superwall-managed purchases, do not set `SubscriptionStatus` directly. The native
> iOS and Android SDKs update it automatically after purchases, restores, and receipt checks.

```csharp C#
using System.Collections.Generic;
using Superwall;

var entitlements = new List<Entitlement>
{
    new Entitlement
    {
        Id = "pro",
        IsActive = true,
        Type = EntitlementType.ServiceLevel
    }
};

Superwall.Shared.SubscriptionStatus = SubscriptionStatus.CreateActive(entitlements);
```

Set the status to inactive when the player loses access:

```csharp C#
Superwall.Shared.SubscriptionStatus = SubscriptionStatus.CreateInactive();
```

## Listen for Changes

Implement `ISuperwallDelegate` when you need callbacks for subscription or customer changes.

```csharp C#
public void SubscriptionStatusDidChange(SubscriptionStatus from, SubscriptionStatus to)
{
    Debug.Log($"Subscription status changed: {from.Type} -> {to.Type}");
}

public void CustomerInfoDidChange(CustomerInfo from, CustomerInfo to)
{
    Debug.Log($"Customer info changed for {to.UserId}");
}
```

See [Using the Superwall Delegate](/docs/unity/guides/using-superwall-delegate) for setup.