How Gray Zone Warfare Launched a D2C Store Without Slowing Down Development
Launching a tactical shooter into early access is already a high-wire act. MADFINGER Games didn't want to build a payments operation on top of it.

Gray Zone Warfare has amassed over 1.5 million users since launching in early access this year. The tactical open-world shooter that puts players in the boots of a private military contractor uncovering a vast conspiracy.
Built by MADFINGER Games, Gray Zone Warfare launched in early access on Steam with a commitment to continuous updates based on player feedback.
With MADFINGER Games focusing on refining Gray Zone Warfare’s gameplay and developing the fictional Lamang Island, direct-to-consumer monetization was defined as a strategically important objective but one that required external help to transform from a requirement to scalable store and monetization engine.
The Challenge: Launching a D2C Store Without Compromising on the Game Development Roadmap
"Launching Gray Zone Warfare into early access was kind of difficult," says Filip Stestny, Marketing and Brand Manager at MADFINGER Games. "You need to focus on the development, on the feedback, on the community, and all of these things."
The studio still wanted a real monetization model, not one that’s an afterthought bolted onto the game later. They couldn’t afford for the store to become its own project, competing with the game for engineering time, support hours, and attention.
"While we are developing the game, we really want to focus mostly on developing the game itself," Stestny says.
The Partnership: White-glove Service and Offloading Monetization Operations for the Studio
Tebex’s support for MADFINGER Games extended beyond Gray Zone Warfare’s D2C webstore launch: throughout the partnership Tebex provided white-glove service with hands-on payment implementation support and ongoing updates throughout the process.
"Tebex provided us with the White-glove service…helping us with implementing the store and also updating us throughout the process, and saving us a lot of headaches while doing all of these things," Stestny says.
The Tebex team managed regular updates and check-ins so MADFINGER Games could remove the day-to-day work on setting up and support the store from their developer team while remaining in control every step of the way.
"There are a lot of moving parts behind launching a D2C store, like all of the paygates, fraud, and customer care," Stestny says. "Thanks to Tebex, we didn't have to really care about that. They are taking care of all of this."
Beyond Monetization: Overwolf’s GTM Awareness Campaign for MADFINGER Game
A D2C store only works if the community knows it exists. Gray Zone Warefare’s webstore launch benefited from Overwolf’s awareness campaign, which delivered millions of views to players who weren’t already aware of the D2C channel.
"It (the awareness campaign) delivered over 3 million impressions, and that was really helpful while launching the store to get Gray Zone Warfare in front of other people's eyes," Stestny says.
The result: hundreds of keys sold from the initial push, a pace that has continued since, with the store now also supporting custom sales and creator keys, the kind of ongoing flexibility a studio wants once the core storefront is proven out.
The Result: A Monetization Channel That Gives Studios Time Back
MADFINGER Games didn't set out to build a great commerce platform. They set out to build the best version of Gray Zone Warfare they could, and to keep investing in the gameplay with a monetization stack that brings them closer to the community, not one that pulls focus away.
Stestny the value of partnering with Tebex for direct-to-consumer monetization in one sentence: "Thanks to Tebex, we could launch the D2C store really easily, and we, the studio, could focus on the main thing, and that's developing Gray Zone Warfare."


