Integration Guide · 2026

Provider APIs: getting 150+ studios through one integration

Operators search for the Pragmatic Play API, the BGaming API, the Evolution API, one studio at a time — and then discover that each one is a separate contract, a separate certification, a separate support queue and a separate reconciliation. This guide covers what a studio API actually gives you, when going direct is worth it, and what changes when the same catalogue arrives through one connection.

The short version

  • A studio API gives you one studio. An aggregator API gives you the same games plus everyone else’s.
  • Direct integrations multiply contracts, certifications, support queues and reconciliations, not just endpoints.
  • Direct starts to pay at high volume with few studios. Most operators are not there.
  • The usable studio list is set by your jurisdiction, not by the catalogue total.
  • What matters technically is the same either way: wallet model, idempotency, catalogue freshness, outage behaviour.

What a single studio API actually gives you

A direct studio integration is a real thing and it is not complicated: authentication, a game-launch URL, wallet callbacks for bet and win, a rollback path, and a catalogue feed with identifiers, names, categories, thumbnails, supported currencies and languages. Most studio APIs look broadly alike because they have converged on the same shape.

What it gives you is that studio’s games. What it costs you is everything around the code: a commercial negotiation, a legal review, certification for each market you serve, a technical contact to chase when a game misbehaves, a monthly report to reconcile against your own numbers, and a place in the queue when they release something.

One of those is fine. The arithmetic changes at five, and it is unmanageable at fifty.

What multiplies, and what does not

Item Direct, per studio Through an aggregator
Contract One each One total
Integration One each One total
Certification per market One each, per market Handled through one path
Support queue One each One total
Monthly reconciliation One report each One report
Commercial terms Potentially better at volume Pooled
Release access Sometimes earlier On the aggregator’s schedule
Lobby and catalogue logic You build it Comes with the feed

The honest summary: direct buys you commercial edge and a little speed on releases. An aggregator buys you back the operational overhead. Operators running very large volumes on a small number of studios often do both — direct for their top two or three, aggregated for the rest.

The questions that matter regardless of route

Wallet model. Seamless keeps the balance in your system and every call checks it live; transfer moves funds into a sub-account. Seamless gives one source of truth. Some studios and some markets still require transfer, which is why it is worth asking per integration rather than assuming. The full comparison is worth ten minutes before you commit.

Idempotency. Retried calls are normal. If the same transaction id can debit a player twice, you have a money bug, and it is the most common defect in this kind of integration. Test it deliberately — the integration checklist has the full list.

Catalogue freshness. Games get switched off, per market, without notice. If your catalogue cache is stale, a player clicks a tile and gets an error. Ask what the cache lifetime is and what happens on a miss.

Outage behaviour. When a studio is down, does its content disappear from the lobby or does it fail in front of the player? This is a platform design decision, not a studio one, and it is easy to demonstrate in a sandbox.

Which studios you can actually run

Every catalogue quotes a total. The number that matters is how many of those studios are certified for your jurisdiction and can be enabled at launch. In tightly regulated markets that is a fraction of the headline, and it changes over time as studios certify into new territories.

Two practical habits. Ask for the certified list for your licence in writing before planning a lobby, and treat the list as a living document rather than a launch artefact. You can browse who builds what in the provider catalogue — 150+ studios, written up individually, including the ones whose paperwork does not hold up.

A sensible launch shape

Enable a focused list rather than everything available. A lobby of well-merchandised titles across the categories your market actually plays — slots, live tables, crash where it is permitted — outperforms an unsorted wall of thousands, and a shorter list means a shorter certification path. Expand after launch, when you have data on what your players open.

Frequently asked questions

Yes. Most studios distribute both ways — directly to large operators, and through aggregators to everyone else. Through an aggregator you get the same games on the aggregator’s endpoints, with one contract and one certification path instead of a separate one per studio. Which specific studios are available to you depends on your jurisdiction.

Direct can mean slightly better commercial terms at volume and earlier access to some releases. It also means a separate contract, a separate integration, a separate certification, a separate support queue and a separate reconciliation for every studio. For most operators the arithmetic favours the aggregator until you are running very large volumes with a handful of studios.

Fewer than the headline number, and the figure depends entirely on your jurisdiction. Each studio certifies market by market, so a catalogue of 150+ providers might yield a fraction of that in a tightly regulated market. Ask for the certified list for your licence in writing before planning a lobby around it.

Not through an aggregator — the same endpoints serve both. Live content does carry different certification requirements, latency expectations and market restrictions, so the launch scope can differ even when the integration does not.

That depends on a design decision your platform has either made or avoided. The good behaviour is that the failing studio’s games disappear from the lobby until it recovers. The bad behaviour is a tile that loads into an error in front of a player. Ask to see it in a sandbox before you sign.

Yes — a catalogue feed supplies identifiers, names, categories, thumbnails and supported currencies and languages. How current it stays matters: if the feed is cached too aggressively, a player can click a game that has been switched off. Ask what the cache lifetime is.

Yes. You can enable a subset and expand later, and most operators should. A focused, merchandised lobby outperforms an unsorted wall, and a smaller launch list means a shorter certification path.

One integration, 150+ studios

The same games you were going to integrate one at a time, on one contract, one wallet and one reconciliation — with the certified list for your market confirmed up front.

See the game aggregator →

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