JULY 2026
NEON ANNOUNCES $13M SERIES A ◆ KRAFTON JOINS AS INVESTOR & PARTNER ◆

The payments operator who returned to games

Chris Faught and the Business of Being Let In

After years inside payments at Affirm and Apple, Chris Faught returned to a childhood interest with a different question: what would it take for game studios to own the relationship with their players? At Neon, the answer begins at checkout.

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A player wants to buy something in a game. Chris Faught has built a company around the distance between wanting it and getting it. That distance may occupy only a few seconds on a screen. Behind it sit payment processors, currencies, taxes, accounts, fraud checks and a surprisingly delicate question: does this feel like somewhere I should put my money?

Faught is the founder and CEO of Neon, which helps game publishers sell directly to players. His route there passed through Affirm, Apple and ONE Finance. He had spent years working on how money moves before starting a business in an industry he had enjoyed growing up. The childhood gamer eventually returned with an adult’s appreciation for the plumbing.

There is a pleasing absurdity to this work. Games can build entire worlds, yet selling an imaginary object can require a formidable amount of real infrastructure. Faught’s job is to make that infrastructure useful enough that a studio can concentrate on its world and a player can get back into it.

A gamer learns the other side of the counter

Faught grew up in Western Pennsylvania, drawn to games for their stories and their ability to bring people together. His education took him to Carnegie Mellon University and later to Stanford Graduate School of Business. His early professional background included Booz & Company and Facebook, followed by work that put him close to the mechanics of digital commerce.

At Affirm, he held commercial strategy roles as the company developed from its Series B period toward its public listing. His work included relationships with Walmart and Shopify. At Apple, his experience covered payments strategy, including Apple Pay, Apple Card and Apple Pay Later. He also helped launch ONE, the financial technology business backed by Walmart and Ribbit Capital.

The sequence matters. A merchant’s ambitions eventually meet a payment system’s practical limits. The person who has worked around that junction learns to ask questions that can sound unromantic: will this transaction be accepted, what does it cost, and what happens if it fails? Those questions become rather romantic when the alternative is losing the customer.

COMMERCEAffirm
PAYMENTSApple Pay
FINTECHONE
FOUNDED 2022Neon

By spring and summer 2021, Faught was exploring where a specialized commerce network might be useful beyond broad retail or travel. Gaming offered a place where his professional experience and personal interest could meet. His wife’s work at PlayStation and subsequently Twitch also helped draw his attention to businesses connecting creators with audiences.

He founded Neon in 2022. The proposition gave studios a way to operate their own direct sales channels, alongside the platforms through which players already found and paid for games. A studio could have its own store, its own offers and a closer view of the people choosing to buy.

“To me, it was always about creating tools that bring buyers and sellers closer together.”

Chris Faught, December 2024

The work hiding behind a button

Imagine deciding to run that store yourself. There is the visible work: the pages, the bundles, the prices and the checkout. Then there is the work a customer should scarcely notice. The purchase must reach the correct account. Payment methods need to suit the market. Refunds require an answer. Tax calculations do not become optional because the merchandise happens to be digital.

Neon packages storefront and payment services with merchant-of-record operations. In practical terms, its offering takes on tasks such as tax, currency conversion, fraud screening and transaction support. This explains why Faught approaches the category through his experience in commerce. A game studio opening a shop inherits the obligations of a merchant along with the possibility of better economics.

The current product range makes that thinking visible. Neon Shop provides a branded storefront. Checkout can be integrated into an existing experience. Payments supplies the operational network underneath. The products address different points in the same journey, from an offer that attracts attention to a completed transaction that the studio can understand afterward.

THE SECONDS BEHIND A SALE
  1. 01Recognize the player
  2. 02Present a relevant offer
  3. 03Accept a familiar payment
  4. 04Deliver the item in-game
  5. 05Support the next visit
A simplified commerce journey. Every step is an opportunity to earn confidence, or spend it.

Consider the apparently small matter of payment preferences. Neon’s checkout adapts language and currency and supports payment methods appropriate to different markets. Its design can carry a game’s branding. These are concrete answers to a practical problem: a player should recognize where they are and understand what will happen when they pay.

Faught’s previous employers supplied experience in those expectations at scale. Neon applies the same class of problem to a specific customer: the game publisher seeking a direct channel. The appeal of specialization is easy to grasp. A studio needs its payment partner to understand both a financial transaction and the game account waiting on the other side.

A familiar face at an unfamiliar checkout

Faught’s interviews repeatedly return to the player’s experience. In his November 2024 conversation with Alexandra Takei, he described a direct channel that needs to feel easy to use and worth visiting. A player has to move through login, browsing, purchase and fulfillment. Value can come from an appealing offer, an exclusive item or a store that responds to that player’s progress.

This gives his business a demanding customer test. A publisher may like the economics of a web purchase. The player experiences the actual trip. Any extra step must survive contact with someone who was enjoying a game a moment earlier and would quite like to resume enjoying it.

Chris Faught wearing headphones and speaking into a microphone during a podcast appearance
Headphones on, checkout under discussion. Faught’s Story Mode appearance explored the commerce lessons games can borrow. Image: Neon / Story Mode.

By July 2026, his public argument had expanded toward the information and control a publisher gains around a transaction. If a studio can understand purchase behavior and build its own ongoing relationship, it can improve offers, loyalty and the connection between games. That possibility gives the direct channel a purpose beyond the immediate cost of taking a payment.

There is also a trap in hiring someone else to handle independence. A new provider can become another intermediary that controls the customer relationship. Faught has made that risk part of his pitch: publishers need practical access to their commerce data and the ability to make decisions about their own operations.

“You get one shot to build trust in a scaled way with that end consumer.”

Chris Faught, July 2026

Eight games put the idea to work

The East Side Games rollout gives this argument a concrete setting. In a June 2026 case study, Neon described Direct Checkout reaching eight casual games across six independently operating studios over five months. Those teams had their own systems and release schedules. The installation had to accommodate that variety.

The buying moment was familiar: an offer inside the game, with Direct Checkout available beside the in-app purchase option. Neon reported that direct purchases reached up to 45% of US iOS revenue across the casual portfolio. That is a company-reported result within a particular geography and platform, rather than a figure for every Neon customer.

EAST SIDE GAMES ROLLOUT · JUNE 2026
8casual games
6independent studios
5months to roll out
Reported US iOS revenue through Direct Checkout up to 45%
Neon case study. The upper bound is not a portfolio-wide average.

For Faught’s story, the interesting detail is the fit with existing operations. A payments company cannot simply announce a better future and ask every customer to rearrange its business. Here, the test involved multiple studios keeping their own infrastructure while introducing a consistent purchase experience.

That is an operator’s problem, full of integrations and compromises. It is also where a founder’s thesis becomes reviewable. Players either use the route or pass it by. Teams either manage it within their working lives or find it too burdensome to keep.

The next relationship to earn

Neon announced $14 million in funding in November 2024. In July 2026 came a $13 million Series A, bringing reported total financing to $27 million. Krafton joined as both an investor and a commercial partner, alongside backing from a16z and Renegade Partners. The partnership had begun in summer 2025 before being disclosed with the financing.

For a first-time founder, the choice of people around the table had already become part of the work. In late 2024, Faught described wanting investors who would develop their own understanding of Neon and challenge its assumptions. He valued the willingness to examine the business closely. That preference fits the demands of his project: a payment operation has to hold up when someone asks an awkward question about it. Agreement is pleasant company. A useful objection can save a founder considerably more trouble later.

Faught described plans to put the new capital into staff, loyalty systems and additional markets. Payment coverage remains an ongoing assignment: more processors to connect, more countries to serve, more ways to make a transaction work. The geography of an online audience can be global even when the team creating its game is small.

His stated ambition is to help creators build enduring brands. That is a larger project than adding a shop to a website. A brand has to earn recognition across visits; a direct channel has to deserve the effort of using it. Each successful purchase gives the studio another opportunity to learn what its audience values.

There is continuity in the route he has taken. At established companies, the work involved connecting financial services to the businesses and people using them. At Neon, the customer is more specific, but the connection still has to succeed on both sides. The studio needs a workable business. The player needs a good experience. Faught has put his company in the middle of that negotiation, where improvements have to make sense to someone holding a phone as well as someone reviewing the numbers.

The gamer from Western Pennsylvania now spends his working life on the systems behind that exchange. There are less conspicuous ways to return to a childhood interest, although probably few with quite so many tax calculations. Faught has chosen the part of the game where confidence becomes a decision: a player sees an offer, recognizes the place and decides to buy.

Follow the conversation

Neon website ↗Chris on LinkedIn ↗Chris on X ↗Watch: Story Mode interview ↗Listen: Naavik conversation ↗Read: founder spotlight ↗Read: July 2026 funding interview ↗Explore: East Side Games case study ↗