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GullySystem
E-commerce software · Custom software solution

Video Games E-commerce & Digital Code Software

This solution manages game titles by platform, region and edition, takes pre-orders against release dates, and delivers digital codes securely, one per paid order. It also handles trade-ins of used discs. It suits game stores and key sellers, and reads shop stock where a shop exists.

Product status

Custom software solution, built to your requirements

No existing GullySystem product keeps stocks of digital game codes with delivery logs and platform rules, so it is built from nothing for each seller. A shop selling consoles can keep its serials and bills with the retail product.

There is no published price, free trial or live demo for this solution. Scope and cost are settled in a written proposal after discovery.

Purpose and users

Each title is a record across platforms, regions, editions and formats. A physical disc and a digital code of the same game are two items that share one title.

The system does not create codes or check them with a platform holder. It stores the codes your supplier provides, releases each one to a paid order and records the delivery.

  • Catalogue planners
  • Code stock managers
  • Fraud reviewers
  • Warehouse team
  • Store managers
Modules

What is in the system.

Title catalogue

Platform, region, edition, format and age rating for each game, with disc and code as separate items.

Code vault

Stored codes by title, supplier batch and status, released once per paid order.

Pre-order calendar

Release dates, pre-order quantities and the day an order becomes deliverable.

Used disc trade-in

Valuation, condition check and credit for pre-owned discs.

Workflows

How the work runs through it.

Code order

A buyer pays, the system assigns one code, delivers it by the agreed route and logs the delivery.

Release day

A pre-order opens on its release date, and physical and digital orders are fulfilled together.

Catalogue and product data

What each product record holds.

Platform and region

A game can be bought only for a platform and region the buyer selects.

Editions

Standard and collector editions as separate items.

Age rating

The rating supplied by the publisher shown on the listing, and the market rules for it checked with your adviser.

Pricing and order rules

How prices and orders are set.

Price by format

A disc and a code are priced separately, with their own offers.

Pre-order price

A price held until release day, and a rule for a price change after pre-order.

Trade-in credit

A confirmed value credited to a new order.

Stock and fulfilment

From stock to the doorstep.

Code stock

A count of unused codes by supplier batch, with a warning when a title runs low.

Disc stock

Disc counts by edition and shop.

Delivery log

Which code went to which order, when and how.

Payments, returns and refunds

Taking money and giving it back.

Payments

A code is released only once the gateway confirms the payment.

Code returns

A delivered code is not returnable unless your policy says so. Cases of a bad code are checked with the supplier.

Admin controls and reporting

What the team can see and change.

Controls

Access to the code vault limited to named roles, with a log of who opened what.

Reports

Code stock by title, low-stock warnings, release-day fill rate and disputed codes.

Integrations

What it connects to, and on what terms.

Code suppliers

Codes imported from supplier files, or by API where a supplier offers one.

Shop product

Disc counts and invoices come from the retail software where a shop exists.

Email delivery

Code delivery by email or account page, using a sender configured for the purpose.

Deployment

How it is set up and run.

Written for you

Specified with your team, then run on our servers or yours, with extra care for the code vault.

Phased

Catalogue and pre-orders first, then the code vault, then trade-ins.

Customisation boundaries

What can change, and where the edge is.

What can change

Fields, release rules, delivery routes and roles follow how you sell.

Where the edge is

Codes themselves, their validity and their redemption stay with the supplier and the platform holder.

Migration and training

Moving over and getting people ready.

Bringing stock over

Titles and unused codes arrive from supplier files and are matched to a recount.

Training

Sessions on code handling, release days and disputed codes.

Support scope

What support covers.

Scope

Support covers fixes, supplier format changes and user help within the agreement.

Outside scope

New code suppliers, new countries and changes to the vault design are estimated separately.

More in Gaming

Related solutions.

Common questions

Questions about this solution.

Is there a standard package for selling game codes?

No. It is custom work for each seller. No existing GullySystem product stores or delivers codes.

Can it verify that a code is valid?

No. Only the supplier or platform holder can do that. The system records what the supplier says.

How are codes protected?

Codes are held in a restricted store, shown only to named roles and released once per paid order. The exact controls are set out in the design.

Requirement discussion

Talk through your commerce requirement.

Describe what you sell, where you sell it and what is slowing you down. An engineer will reply within one business day.

  • No obligation
  • A reply within one business day
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