Take sub-cent payments
The reason this project can exist: a card processor cannot take a $0.001 payment, because the fee exceeds the payment. A feeless chain can.
You are probably here because somebody asked for
- take micropayments in my game or app
- charge a fraction of a cent per action
- accept payments without Stripe or a payment processor
Status: M1 of eleven. The SDK is real and runs end to end. The chain underneath it is an in-memory mock — there is no public network yet, and nothing anywhere holds value.
Every payment processor has a floor set by its own fees, and the floor is somewhere around fifty cents. Below it, the economics invert and you end up bundling — "buy 500 gems for $4.99" — which is a workaround, not a design.
Transactions on Kei are free. Not cheap: free. So the floor is gone, and a payment can be worth a tenth of a cent.
// Player — one signed transaction
await kei.pay({ to: gameAddress, amount: 0.001, memo: 'one more try' })
// Game server — react to it and deliver
game.onPayment(async ({ from, amount, memo }) => {
if (amount >= 0.001) await gems.mint(from, 1)
})A purchase is always two signed transactions. There is no charge(someoneElse, …) and there never will be — a game cannot sign for a player's wallet. Any API implying otherwise is a bug.
What is not true yet
- The chain is an in-memory mock today. The API is real and does not change when the node lands, but nothing on it holds value and there is no public network yet.
- Free means no transaction fee. Anti-spam is proof-of-work instead, which is why a work server is required infrastructure rather than an optimisation.
- Issuing an asset burns 1,000 Kei. Transactions are free; creating permanent state on every node forever is not.
- This is not a way to take money from customers today. There is no mainnet, no exchange, and no liquidity — see status.