Two Dev.to articles explain how to sell a paid desktop application outside major app stores and how to handle the “plumbing” that app stores normally provide. They describe distribution and update responsibilities, including macOS notarization and signing, Windows code signing for SmartScreen reputation, and Linux packaging formats. For payments, they contrast using a payment processor such as Stripe (merchant of record) versus merchant-of-record services (e.g., Lemon Squeezy, Paddle, Polar) that handle sales tax/VAT more directly. The articles emphasize that payment alone is not equivalent to authorization to run, especially when apps must verify licenses offline. They outline licensing requirements such as issuing keys, activating/binding keys to devices, verifying on every launch without network, enforcing device limits and tiers, and supporting trials, revocation, and refunds. A key theme is implementing consistent licensing logic across platforms and desktop frameworks (native, Electron, Tauri), to avoid weaker checks on one OS undermining others. They also address realistic piracy expectations and advocate offline-friendly licensing rather than lockout-prone DRM. Finally, they compare licensing tools by needs: control (Keygen), classic .NET key workflows (Cryptolens), enterprise floating/air-gapped licensing (LicenseSpring), payments-first merchant tools (Lemon Squeezy/Polar), and an SDK-first option (Keylight) combining offline verification with Stripe-driven key minting.