Most teams using Merch have a mix of people: someone who places orders, someone who approves spend, and a handful of folks who just need to see what is going on. Today, every teammate you invite gets the same access — anyone on the account can do anything inside it.
#What every teammate can do
Once invited and signed in, a teammate can place orders, approve proofs, run campaigns, view invoices, manage payment methods, edit saved addresses, invite other teammates, and use the API. If they are on your account, they have the keys.
#Inviting teammates
Open Settings in the side nav, choose Users, and click Invite User. Enter their name, email, and (optionally) job title. They get an email with a sign-up link, set a password, and they are in.
See Team and users for the full flow.
#How to manage access
Because access is uniform, the lever you have is who is on the account.
- Add someone when they need to take action in the portal
- Remove someone as soon as they do not — when they leave the company, change roles, or finish a project
Removing a teammate stops their sign-in immediately. Their order history and comments stay attached to their name as a record.
#When you need stricter access
If your team needs a tighter model — view-only access for some people, billing locked away from order placers, regional separation — talk to your account team. We can plan around it.