The Store lets you sell your own programs, memberships, or training packages directly to your athletes. It's built on Stripe Connect, so payments go straight to your own Stripe account — FYTT never holds your athletes' money. This is separate from your institution's FYTT subscription; see the Billing & your FYTT subscription guide for that.
You'll set this up from the Payments area in your institution settings — "Payments" is the name of the setup and management area you use as a coach; "Store" is what your athletes see when they're browsing what to buy.
Connecting your Stripe account
Before you can sell anything, you need to connect a Stripe account. From Payments, select Get Started — this creates a standard Stripe Connect account for your institution and takes you through Stripe's onboarding flow to verify your business and banking details. Once onboarding is complete, you're returned to FYTT to start creating offerings. If you ever need to update your Stripe details later, the same Payments area takes you back into Stripe's account management.
Fees
FYTT charges a platform fee on payments made through your Store, shown to you during setup. Stripe also applies its own processing fees on top of that. Payment information and payouts are handled entirely by Stripe.
Creating products and prices
Each institution has a single Store (called your "Product" behind the scenes), under which you create individual offerings — what athletes actually see and buy. For each offering you set:
Name — what athletes see when browsing your Store
Amount — the price, set once and locked after the offering is created
Type — one-time or recurring, also locked after creation
Minimum contract period — for recurring offerings, the number of months an athlete must stay subscribed before they're allowed to cancel
Description — shown to athletes when they're prompted to pay, so it's worth writing something that clearly communicates the value of what you're selling
Teams — which of your teams a purchase unlocks access to; see the roster guide for setting up teams
One-time purchases vs. subscriptions
One-time offerings are a single purchase — think a program pack or a testing session. Recurring offerings bill the athlete every month for as long as they stay subscribed. Because amount and type can't be edited after an offering is created, double-check both before saving.
Deleting an offering
Deleting an offering removes it so athletes can no longer purchase or subscribe to it going forward. It does not affect athletes who already purchased it or are already subscribed — their access continues as normal.
What checkout looks like for athletes
Athletes buy directly inside FYTT — there's no redirect to an external site. When an athlete opens an offering, they see its name, description, and price, enter their card (or use the one already on file), and optionally enter a promo code if you've set one up in Stripe. Purchases and disputes are between the athlete and your institution — FYTT is only the platform you're using to sell.
What athletes see
Athletes access your Store from their profile menu. Depending on what you're selling, they'll see:
Store — appears once you have at least one one-time offering; lists each offering with its description and a Buy button
Subscription — appears once you have at least one recurring offering, or once the athlete already has an active subscription; shows their current plan and lets them subscribe or cancel
Payment Info — appears once the athlete has purchased something; shows their card on file and lets them update it
Purchases and access control
If an offering is tied to one or more teams, athletes on those teams are prompted to pay before they can access that team's programming. When an athlete without access opens a gated team, they see an "Upgrade for full access" prompt listing the offerings available for that team, rather than the training itself.
Access is granted the moment an athlete has a live purchase or active subscription tied to a price that unlocks the team — institution leaders always have full access regardless of purchase status, so you can preview any gated content yourself.
Cancelling a subscription
If a recurring offering has a minimum contract period, athletes can't cancel until that period has elapsed — they'll see how many days remain instead of a cancel option. Once the minimum period has passed, they can cancel from their Subscription screen at any time; access ends immediately.
If an athlete's payment fails
If an athlete's recurring payment fails and stays unresolved after repeated attempts, their subscription is marked past due and they're locked out of the training it unlocked, with a prompt telling them to update their payment method. This is separate from your institution's own FYTT billing — it only affects that one athlete's access to the offering they're subscribed to, not your account or anyone else's.
Managing purchases and subscriptions
From each offering in Payments, you can open its purchase or subscription history — a list of every athlete who bought it, the amount, and the date. Use this to keep track of who's paying for what without needing to check Stripe directly.


