CommerCentr is a marketplace: some people sell, others buy, and the platform takes a cut. «How much can I earn here» is a fair question, and an honest answer starts not with an income figure but with mechanics: who pays whom, what the commission is calculated from, and when the money actually reaches your wallet.
Below are the seven roles in which income arises here, with the real rates taken from the code. And a separate section on limits: barrier to entry, time to first payout, and risks. There will be no income figures: the marketplace is young, there is no public earnings data, and inventing some is the fastest way to lose your trust.
Where the 30% goes, and what payouts come from
The whole economy rests on one number. The marketplace commission is 30%. The seller keeps 70% of the price.
Settlement runs in airy, an internal unit pegged 1:1 to the hryvnia. Top-ups and withdrawals go through the payment hub (LiqPay, monobank). Two details worth knowing up front:
| Parameter | Value |
|---|---|
| Commission on a sale | 30% |
| Seller keeps | 70% |
| Withdrawal fee | 0% |
| Minimum withdrawal | 200 airy |
A zero withdrawal fee is not a marketing gesture but a deliberate decision: the platform earns on the transaction, not on you taking out your own money.
A full breakdown of the model itself is in how the marketplace works. Here we look from the other side: from the side of whoever receives the money.
Sell modules, CMS builds and digital products
The most direct route. You publish a product in the catalogue and receive 70% of every sale.
You do not become a seller automatically: you submit an application and an administrator approves it. That is not bureaucracy but catalogue protection — a marketplace anyone can dump anything into stops being worth trusting by its second month.
What is sold here: CMS modules, ready-made builds, digital products. A price can carry licence tiers — different packages by volume or terms of use.
Honestly about the current state: the catalogue is young and marketplace traffic is only building up. Sales depend on demand, and demand is still small. If you already have an audience, you bring it yourself — and then the 30% buys you infrastructure: payments, licensing, update delivery. If you have no audience, the catalogue will not substitute for one yet.
Build and sell plugins for the Community CMS
A separate niche on the same 70/30 split. You write a plugin for the Community edition — which is free, so the base of potential installations is not limited to paying customers — and sell an extended tier.
A version's path to shops: submission → automated code scan → moderation. Authors with established trust get versions through automatically, without manual review — which shortens time to income once you have proved quality.
Donations are split the same way, 70/30. So if your plugin is free and users thank you with money, the mechanics are identical.
The limit here differs from the seller's: the barrier is high (you need working code that passes moderation) and the income is a long tail. First money arrives in months rather than weeks: development, moderation, accumulating installations. Plugins start working late, but they do not stop.
Take development jobs with escrow milestones
If writing your own product does not appeal, there is a services exchange: a brief from a client, your proposal, work in stages.
The client's money is frozen in escrow before work starts and released stage by stage as work is accepted. Commission is taken on each release rather than up front. Where the two sides disagree, there is a dispute and arbitration.
This is the fastest route to first money of all seven: you are not waiting for a product to find a buyer — the buyer has already arrived with a brief. The mechanics are covered in working with a client brief, the ordering process from the client's side in ordering custom work, and working inside a fork of the client's shop here.
Worth knowing in advance: escrow protects both sides, but during a dispute the money is frozen until a decision. How disputes work is covered separately.
The partner programme: five levels paid out of the platform fee
The broadest entry point: registration and one click, with no fee and no approval.
You bring a buyer and receive a share. Then: if the person you brought also brings someone, you receive a smaller percentage from them too, down to the fifth level.
| Level | Rate |
|---|---|
| 1 | 5 % |
| 2 | 3 % |
| 3 | 2 % |
| 4 | 1 % |
| 5 | 0.5 % |
A partner's rank multiplies the rate — from 1.0× at the start to 2.5× at the highest. The sum of all accruals is capped: no more than 90% of the commission.
And here is the part usually left unsaid. The rate is calculated not from the product price but from the platform's commission. The partner programme does not touch the seller's revenue — it divides the same 30%.
What that means in numbers. A sale of 1,000 airy: the platform's commission is 300 airy. A first-level partner at the starting rank receives 5% of 300, that is 15 airy — 1.5% of the price. At the highest rank, 37.5 airy, or 3.75% of the price.
The payout is not immediate: an accrual waits 7 days before it moves into the wallet.
Full terms, ranks and thresholds are in the partner programme article. Plainly: this is a commission for demand you brought, not «passive income». Without an audience that genuinely needs modules and a CMS, it equals zero.
Group buys and crowd-funded development
Two mechanisms often confused, although money moves in opposite directions in them.
A drop is a group buy. The more participants, the lower the price for everyone. The organiser receives their 70% of the tier price reached. There is also an eighth role here: whoever brought a participant receives a bonus — and it too is paid out of the platform's commission, not from the organiser's pocket. Live campaigns are in the drops section.
Crowd funding is the opposite. Several shop owners chip in for development they all need. And here is a distinction that is easy to get wrong:
The initiator of a crowd campaign does not earn — they save. They write the brief and chip in alongside everyone else; their gain is that the work they need is paid for by several people. The income in this scheme goes to the developer who takes the campaign: 70% of what was collected, after the work is accepted.
So crowd funding is a way to earn for the contractor and a way to save for the client. How it works from the client's side is a separate article; open campaigns are here.
The shared risk of both mechanisms: threshold not reached, money returned. That is fair to participants and means a long cycle for the organiser.
Who else gains
Two roles that are not income, but worth naming so the picture is not one-sided.
A buyer with a referral discount. The discount is funded by the partner who referred you, from their own balance. So it is not a payout to you but a lower price, and it works only while that partner has funds.
A shop owner on the Pro edition. It unlocks the same instruments inside their own CMS — revenue share, a partner programme, drops. But that is earning from their own customers rather than from the marketplace: a different mechanism and a different article. What the editions include is on the pricing page.
Honest limits
Let us put everything above into one table — precisely what comparable material from competitors lacks.
| Role | Barrier to entry | First money | Main risk |
|---|---|---|---|
| Services contractor | medium: profile and brief estimation | after the first stage is accepted | as many jobs as there are briefs |
| Seller | medium: application + product | from the first sale | young catalogue, small demand |
| Plugin developer | high: code + moderation | months | long tail, needs an installed base |
| Partner | low: registration and opt-in | after a purchase + 7 days | without an audience ≈ 0 |
| Drop organiser | medium: product + participants | at campaign settlement | threshold missed → refunds |
| Developer on a crowd campaign | medium: claiming a campaign | after acceptance | long cycle |
| Referrer in a drop | low | at campaign settlement | only if the organiser enabled the bonus |
What this article deliberately does not do is name sums. The marketplace launched recently, there is no public data on participants' earnings, and any figure here would be invented.
Three more things better known before starting than after:
30% is a lot compared with selling from your own site. In exchange you do not build payments, licensing, update delivery and deal protection. Whether the trade is worth it depends on what building those yourself would cost.
Airy is an internal unit, pegged 1:1 to the hryvnia, withdrawn through the payment hub. There is no withdrawal fee, but the operation itself goes through a payment provider.
Taxes are on the recipient of the income. The platform is not your tax agent and does not file on your behalf. This is not legal advice: check against current legislation and with an accountant.
Where to start
If you are a developer, the fastest route is services rather than your own product: money arrives after the first accepted stage, not after the catalogue finds a buyer. Plugins are worth starting in parallel, understanding that they will pay back later.
If you have an audience, the partner programme costs nothing to enter and takes one click.
If you own a shop, your scenario is probably not earning but saving: crowd campaigns and drops reduce the cost of what you need anyway.
And the most useful thing to do before starting is to work out your own case on the numbers in this article rather than on expectations. The mechanics here are open: 70/30, the partner rates, escrow, and refunds when a threshold is missed. How much comes of it for you depends on your product and your audience, not on the platform.
See also how the marketplace works and the partner programme terms.