Every feature comes with every store.

116 features, from the first pull to the last shipment.

OripaOS dashboard, Today view: ten numbers for the day, a 14-day chart of credit spent, top packs and the latest admin changes
The Today view, redrawn in English. Sample data. Swipe to see the whole screen.
  • No tag: built and working today.
  • Ready at launch Done before your store opens.
  • Optional Built in, off until you turn it on.
  • Later Coming after launch.

The storefront. Built around the pull.

Every screen a player touches, from the pack page to the box on their doorstep.

Store home on a phone: featured pack with price, top prize and packs left, then more packs Pack page on a phone: price, packs left, odds by tier and every prize with its value Result screen on a phone: the top pull with its market value, the other cards by tier, and a ship button
Screens from the demo store. Pack art is demo art.
  • Prize wall

    Every card in the pack with its tier, market value and how many are packed.

  • A reveal for every tier

    Each prize tier gets its own reveal. Tap to skip.

  • Ship from the result

    Players tick the cards they want and request shipping in one step.

  • Pack pages

    Price, packs left, top prize and the full prize list on one page.

  • Packs left

    Every pack shows how many are left. The home page adds a progress bar.

  • Odds before paying Ready at launch

    Each tier’s odds and the cards left, shown before every purchase.

  • Open 1, 10 or 100

    Players choose how many packs to open at once. The price updates with it.

  • One clear confirm

    Balance before and after. Short on credit? Top up from the same screen.

  • Results that read fast

    The best card first, the rest by value. Big pulls group duplicates.

  • Player vault

    Every card a player owns, grouped by pack and date, sorted four ways.

  • Pull history

    A player’s latest 60 pulls with tier, card, pack and time. Bonus prizes are marked.

  • Sold-out handoff

    A sold-out pack’s page can send players straight to its restock.

  • No double charges

    If the connection drops mid-pull, the player gets the same result instead of being charged twice.

  • Google or email sign-in

    Players sign in with Google or with their email.

  • Account closing

    Players can close their account, with a 7-day window to change their mind.

Packs. Sealed, tracked, run by you.

How packs are sold, locked and managed once they’re live.

Packs view: every pack with status, price, limit, stock, sell-through, revenue, card value, time on page and days to sell out, plus the cards left in one pack with live odds
The Packs view, redrawn in English. Sample data. Swipe to see the whole screen.
  • Sealed contents

    Each pack’s contents get a fingerprint, saved with every pull. A pack that doesn’t match its fingerprint can’t be pulled.

  • Last-pack prize

    An extra prize for whoever opens the last pack.

  • Sell-out forecast

    How many days until each pack sells out, at its current pace.

  • Prize tiers

    Grail, Epic, Rare and Common, each with its own look and reveal.

  • No putting back

    Each pull takes a card out of the pack for good.

  • Odds from what’s left Ready at launch

    Odds come only from the cards still in the pack, with no hidden weighting.

  • Cryptographic randomness

    Every result comes from a cryptographic random number generator on the server.

  • One pull at a time

    Each pull locks the pack’s stock and the player’s balance until it finishes, so no card is won twice.

  • Milestone prizes

    An extra prize on a chosen pack number, or on every Nth pack.

  • Pack limits

    Cap how many packs each player can open, or how many per day.

  • Scheduled launches

    Set when a pack opens and closes.

  • Live price changes

    Change a price while the pack is live. The change is logged.

  • Emergency pause

    Pause a pack in one step. Only the owner can resume it.

  • Change requests

    Big edits are drafted, approved and compared side by side before they go live.

  • Margin check

    A pack priced below a safe margin can’t go live, so a pricing slip never reaches players.

  • Card costs

    Record what each card cost you, one by one or from a CSV file.

  • Every pack at a glance

    Status, price, stock, sell-through, revenue, card value and time on page for every pack.

  • Sold-out pull records Optional

    When a pack sells out, its full pull record is sealed. Once you approve, it’s published on its own page and re-checked every 24 hours.

  • Pack builder Later

    Build packs yourself from proven formats, with your margin worked out as you go.

Payments. Every top-up, credited once.

Players top up credit with a card or wallet, then open packs with it. Every movement is recorded.

Orders and payments view: top-ups, refunds and disputes, net received, average payment and credit issued, the latest payments and the cases waiting for review
The Orders & payments view, redrawn in English. Sample data. Swipe to see the whole screen.
  • Card, Apple Pay, Google Pay

    Checkout runs on Stripe.

  • Refunds

    A refund takes back the matching credit. Credit already spent is tracked as owed.

  • Disputes

    A dispute pauses that player’s payments and shipping until you review it.

  • Your own payment account Ready at launch

    Players pay your business directly. OripaOS never holds your sales.

  • Counted once

    Payment notices from Stripe are signature-checked and applied once, so no top-up is credited twice.

  • No missed top-ups

    Every five minutes, open checkouts are checked against Stripe.

  • Payment recovery

    Payments with an unclear result are found and settled automatically.

  • Held payments

    Payment notices that match no order wait for your review instead of changing a balance.

  • Checkout limits

    Five checkouts per player every ten minutes, and a cap on the paid credit a player can hold. Both slow down fraud.

  • Credit ledger

    Paid and free credit are kept in separate batches. Paid credit is spent first.

  • Your top-up amounts

    The amounts players can buy are set for your store at setup.

  • First top-up bonus

    Extra credit the first time a player buys each amount.

  • Coupons

    Fixed credit or a top-up bonus, with use limits, amount ranges and end dates. Give one straight to a player’s account.

  • Checkout reminders

    One email when a player leaves a checkout unfinished.

  • Payments at a glance

    Top-ups, refunds, net, average payment and credit issued, with the last 100 payments.

  • Live payments sign-off

    Turning on live payments takes the owner’s sign-off and a fresh code. There’s an emergency stop.

  • Sales pause Ready at launch

    If your payment account stops working, sales pause on their own. Shipping keeps going.

Shipping. Pack once, ship everything.

Players ask for their cards when they’re ready. This is how the orders reach your desk.

Shipping view: overdue, due soon, missing an address, on hold and shipped today, the list of shipments with masked addresses, and a pick list that adds up the same cards
The Shipping view, redrawn in English. Sample data. Swipe to see the whole screen.
  • Combined shipping

    One request, many cards, one package.

  • Pick list

    The same card across all orders, added up, with its earliest due date.

  • Workboard

    Overdue, due soon, missing an address, on hold and shipped today, at a glance.

  • Shipping minimum

    A minimum value per shipment keeps postage sensible.

  • Business-day due dates

    Each request gets a due date that skips weekends.

  • Morning email

    A daily email listing each card waiting to ship and its address.

  • Tracking

    Add the carrier and tracking number. Players follow their order in four steps, from request to shipped.

  • Address fixes

    Correct an address after a second check. It goes into the log.

  • Review queue

    Hold a shipment for review, with a reason.

  • Shipping emails

    Players hear from you when a request comes in and when it ships.

  • Failed email desk

    See emails that didn’t go out, then resend or close them.

  • US addresses and carriers Ready at launch

    US addresses and ZIP codes, with USPS, UPS and FedEx tracking links.

Growth. Find players, keep them pulling.

See where every player came from, and give them reasons to come back.

Marketing view: sign-ups, first top-ups and revenue by channel and creator code, a funnel from sign-up to first pull, and weekly retention by sign-up week
The Marketing view, redrawn in English. Sample data. Swipe to see the whole screen.
  • Referral codes

    Every player gets a code and a short link. Both sides earn credit once the friend’s purchases pass a set amount.

  • Creator codes

    Give each streamer a code. See their sign-ups, first top-ups and revenue.

  • Channel report

    Sign-ups, first top-ups and revenue by channel, over 7, 14, 30 or 90 days.

  • Funnels

    From sign-up to first top-up to first pull, and who comes back.

  • Where they heard

    New players can tell you how they found your store.

  • Server-side conversions

    Sign-ups and purchases reach Meta, TikTok and X from your server, so ad blockers don’t hide them.

  • Tracking health

    Shows whether Meta, X, Google Analytics, Clarity and Search Console are set up and receiving data.

  • Search-ready pages

    Structured data for your store, packs and FAQs, plus a sitemap.

  • Found by AI search

    A summary file (llms.txt) that tells AI assistants what your store sells.

  • Collector levels

    Monthly spend levels, each with a top-up bonus and a gift on reaching it.

  • Prize posts

    Players post a prize they received on X. You check it and send a credit reward.

Your numbers. Live, daily and monthly.

From the last five minutes to last month, already worked out.

Live view: online players, pulls in the last hour and day, today’s top-ups and refunds, two warnings, every live pack with its pace and flags, and the latest pulls with big hits highlighted
The Live view, redrawn in English. Sample data. Swipe to see the whole screen.
  • Today

    Ten numbers for the day, refreshed every 30 seconds, with 14-day charts and your top packs.

  • Live

    Every 15 seconds: who’s online, pulls in the last hour and day, and the latest 30 pulls with big hits picked out.

  • Written reports

    Daily, weekly and monthly reports, written automatically, with suggestions backed by your data.

  • Warnings

    On the Live view: packs no one has opened for a day, packs on pace to sell out, packs still selling after the top prize is gone, and packs ending within 48 hours.

  • Daily review

    Any day against the seven before it, pack by pack, with the big moments listed.

  • Player KPIs

    Revenue per player, paying rate, daily players, new, returning and lapsed, over 7 to 90 days.

  • Retention and lifetime value

    Weekly retention by sign-up week, and lifetime value by sign-up month.

  • Demand

    Supply and demand by price band, and a weekday-by-hour heatmap.

  • Top players

    Your top 200 players by spend, with level and balance. Emails stay hidden.

  • Traffic

    Visitors and page views for 14 days, your top pages and top referrers.

Security. A code and a reason for every sensitive change.

Built for a business that handles money and graded cards.

Team and security view: owner and staff with their permissions and two-factor status, the change log with reasons, and active sessions
The Team & security view, redrawn in English. Sample data. Swipe to see the whole screen.
Confirmation dialog asking for a password, a six-digit code and a written reason before a live price change
The second check on a price change.
  • Two-factor for everyone

    Every admin signs in with an authenticator app, the owner included.

  • A second check

    Sensitive changes to money, coupons, packs, addresses and your team need your password, a fresh code and a reason.

  • Change log

    Every admin change is recorded, and the record can’t be edited or deleted.

  • Recovery codes

    Ten one-time codes for a lost phone.

  • Owner and staff

    One owner. Staff get only what they need: analytics, packs, shipping or audit.

  • Session limits

    Signed out after 30 idle minutes or 12 hours. A role change signs that person out everywhere.

  • Other devices

    See where you’re signed in and end any session.

  • Sign-in protection

    Repeated attempts are slowed down, by network and by account.

  • Bot limits

    Limits on pulls, sign-in and checkout keep bots from flooding your store.

  • Encryption

    Addresses, tracking numbers and two-factor keys are encrypted at rest, and masked on screen.

  • Pull records can’t be rewritten

    Six separate database roles. The store app itself can’t change a pull record.

  • Protected dashboard

    HTTPS only, a strict content policy, and no embedding by other sites.

Checks. Stock, balances and payments, every hour.

Every hour, OripaOS checks your stock, balances, payments and pull records.

Checks view: hourly checks with severity, all passing except one checkout pending over an hour, and the steps for handling a finding
The Checks view, redrawn in English. Sample data. Swipe to see the whole screen.
  • Hourly self-checks

    Stock, balances, payments, pull records, reports and tracking, checked every hour.

  • Stock adds up

    For every pack: packed equals pulled plus left.

  • Alerts by email Ready at launch

    Critical findings are emailed to you, at most once every six hours.

  • Balances stay sound

    No balance goes below zero, and paid credit never exceeds the total.

  • Payments credited

    Every paid order was credited, and nothing unpaid was.

  • No missing pulls

    Pull records are checked for gaps.

  • Severity levels

    Findings are ranked from critical to low. Only the owner can snooze the top two levels.

  • Evidence attached

    Each finding shows what was checked, how much of it and how sure the check is.

  • Maintenance switch

    One platform switch pauses changes across the store.

  • Uptime checks

    A health address any uptime monitor can watch.

  • Tested before every release

    Type checks, a full build and database tests run before each release.

  • Restore drills

    Every release check backs up a test database, restores it and verifies it.

Rules. US safeguards, set for every store.

The safeguards US stores need, built in for every store at launch.

  • State blocking Ready at launch

    Players in New York, Washington, Nevada and New Jersey can’t buy on any store. Based in one of these states? Talk to us before you apply.

  • Age check Ready at launch

    Date of birth at sign-up, and 18+ before any top-up.

  • Every pull ships by default Ready at launch

    Cards wait in the player’s vault until they ask you to ship. Turn on instant sell-back if you want players to be able to sell a card back for store balance. It never pays out cash.

  • Checked three times Ready at launch

    Location is checked on the page, at checkout and against the shipping address.

  • Legal pages for your store Ready at launch

    Terms, privacy, odds and rules, and shipping and returns, generated from your store settings.

  • Cookie choices Ready at launch

    Consent for tracking, and Global Privacy Control respected.

  • New-account cap Ready at launch

    A top-up cap for each new account’s first 24 hours, to stop card testing.

  • Prize records Ready at launch

    A yearly export of players with $2,000 or more in prizes, with a W-9 request template.

Ready to open your store? We’ll set it up with you.

Done-for-you setup adds a custom theme, your first three packs with a banner for each, and hands-on help with your first two launches.