Why Licensing + Payments Matter
When you’re ready to sell and distribute your desktop app, you need two things:
- a way to process payments, and
- a licensing system that ensures only paying customers can use your app under the terms you set (duration, features, seats/devices, etc.) - including offline use across Windows, macOS, and Linux.
Options: Roll-your-own / Platform Stores vs. Devolens
Roll-your-own
Full control, but you must build/maintain key generation, node-locking (HWID), offline tokens, renewals, machine swaps, floating seats, and audits - across three OSes.
OS / store ecosystems (Microsoft Store, Mac App Store, Linux repos/stores)
- Built-in distribution and updates.
- Plan/feature/seat enforcement is often not provided natively; offline and advanced models typically require extra work.
- Payment options and policies are tied to the store channel.
Devolens (third-party licensing)
- Use any payment processor or invoice for B2B.
- Monetize in more ways: node-locked, floating/concurrent seats, per-seat/device, per-feature/edition, usage-based, subscriptions, trials.
- Offline and constrained environments supported (incl. air-gapped workflows).
- You can still list on app stores for discovery while running licensing/payments independently.
- Works with common packaging formats: .exe/MSI/MSIX (Windows), .app/.pkg/.dmg (macOS), .deb/.rpm/AppImage/Snap/Flatpak (Linux).
Tip: Many teams distribute directly (and/or via stores) and unlock paid features with Devolens for consistent licensing across OSes.









