Creating a Product
The complete field reference for building a product, covering details, delivery, lifetime, stock, upsells and metadata.
This is the full reference. For one working product quickly, start with Your First Product and come back here for the detail.
Dashboard → Content → Products → Create Product. Needs product_create.

Details
Name
Customer-facing product name.
URL slug
Appears in the product's storefront address. Changing it later breaks shared links.
Description
What the customer receives.
Price
The amount charged, in your store currency.
List every feature the buyer receives, concretely. "VIP rank" tells them nothing; "VIP rank: /fly in spawn, 3 home points, coloured chat name, priority queue" tells them what they're paying for, and gives you something to point at if they later claim they were misled.
Regional Pricing
Charge different amounts in different regions rather than converting one price everywhere. A Business plan feature, and it appears only when you edit a saved product: a globe button beside the Price field.
Per region you set Price, Currency, whether the price is Tax Inclusive, and an Enabled toggle. Base Price Percentage covers every region you haven't given an explicit override, as a percentage of your base price.
PayNow's own note in that dialog: regional pricing is for advanced users, and there is no proxy or VPN prevention behind it. Anyone can present themselves as being in your cheapest region. Price the gap accordingly.
This is separate from Adaptive Currency, which converts one price into local currency at PayNow's expense. Regional pricing sets genuinely different prices.
Tags
Tags organise and categorise products on your storefront. See Tags.
Game Servers
Select the server(s) this product applies to. This is how PayNow knows where to deliver the purchase.
Miss this and the product sells but delivers nowhere. If you run several servers from one store, selecting the wrong one is just as bad: the customer pays and the perk lands somewhere they aren't playing. See Game Servers.
Custom Variables
Select custom variables from the dropdown to collect input from the customer at checkout, such as a colour, a name tag or a quantity. The values feed into command execution, so delivery can be personalised rather than fixed.
Required Products
Gate this product behind other purchases: the customer must already own the listed products before buying this one. Useful for add-ons, expansions, and anything that only makes sense on top of a base package.
Require all products
Behaviour
Off (default)
The customer needs any one of the selected products.
On
The customer needs all of them.
Tier Group
Assign the product to a tier group for cumulative pricing and automatic subscription upgrades and downgrades. Customers who own a lower tier pay only the difference.
Lifetime
Two cards that are easy to confuse. Lifetime cycle is how long access lasts after a purchase. Availability period is when the product can be bought at all.
Product lifetime cycle
Allow One Time Purchases
Customers can buy it outright.
Allow Subscriptions
Customers can subscribe to it.
Should Expire
Access ends after a set duration. Most servers use one month.
Expires / Renews in
The length of that duration. For subscriptions this is also the renewal interval.
You can enable both purchase types on one product.
Product availability period
Disable product
Turns it off immediately by setting Enabled until to now.
Enabled from
When it becomes purchasable. Empty = available now.
Enabled until
When it stops being purchasable. Empty = no end date.
Use this for scheduled launches, limited drops, and retiring a product without losing its order history.
Trial configuration
Trials work on subscription products only. Allow Subscriptions must be enabled for any trial setting to take effect. In PayNow's production testing, trials converted roughly 1 in 4 users into paying subscribers.
Allow Trials
Enables trials for this product.
Revoke immediately when canceled
Removes access on cancellation instead of at the trial's scheduled end.
Trial Period
How long the trial lasts. At the end the customer is charged automatically unless they cancelled.
New Customers Only
Only customers with no prior orders in a configurable window can start a trial.
Customer must have no orders in the last
That window.
Allow Repeat Trials
Lets previous trialists or owners trial again after a cooldown.
Customer must not have ordered the product in the last
That cooldown.
Trials have their own command triggers: On Trial Started and On Trial Expired in the Commands section. The old docs call the second one "On Trial Ended"; the dashboard says On Trial Expired. On Purchase fires only when a trial converts to paid, so a product relying solely on On Purchase delivers nothing during the trial itself. Dedicated webhooks exist for trial started and trial ended events. A custom storefront needs its template updated to support the trial flow. Full detail: Trials.
Stock
Limit how many can be sold, for balance (too many of one package can distort a server) or for scarcity (limited availability drives urgency, and restocks are an event worth announcing).
Upselling
Configure upsells specific to this product. When it's added to the cart, your recommendations are offered at checkout.
Tick Enable Upselling, then Add Recommendation. The fields match store-wide upsells plus one that only exists here: Min. Product Qty, the minimum quantity of this product required in the cart before the upsell shows. Per-product upsells take priority over store-wide upsells where both apply. See Upselling.
Deliverable Actions
Commands
How the purchase reaches the player. Commands run on the game server(s) you selected, using placeholders that PayNow swaps for the buyer's real details.
Each command has a stage deciding when it fires, an Execute when online option, and an optional server override. There are 33 placeholders, and the two customer sets are not interchangeable: {customer.*} is who the product is for, {order.customer.*} is who paid. On a gift those differ.
Commands & Placeholders covers all of it, with the full placeholder reference and worked examples per game.
Gift card
Issue a gift card equal to the product's price on purchase.
Discord
Trigger Discord actions on purchase: assign roles, kick or ban a user, or generate an invite link. Requires a Game Server entry configured for the Discord bot, set up much like a normal game server.
Downloadable files
Attach a file the customer receives immediately. The download link appears on the checkout screen and is emailed to them for later access.
Updating the file gives every previous buyer the new version automatically. To sell an expansion rather than give it away to everyone who bought the original, create a new product. Only update the file in place when you're fixing or improving the thing they already bought.
Metadata
Click Add field and enter a key and value. Customers never see metadata; it appears in webhook payloads and the Product API response. Use it to send structured data to external systems, tag products for backend automation, or store configuration read by delivery scripts.
Product image
Add the image after creating the product: open it again and use the control in the top right of the edit page. Recommended size is at least 256×256px. Customers process the image before they read your description.
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