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Monetisation

Monetising a game is product design plus business design. The realistic models for indies are premium (pay once), ads, in-app purchase (cosmetic, consumable, unlock), and subscription. Each comes with rules, store policies, and user-experience trade-offs that decide whether you make money or burn goodwill.

Models, store fees, and ethical patterns

EXAMPLE
# ===== Models — pick by player + platform =====

# Premium (pay once)
# - Player pays at install / purchase
# - Steam, App Store, Play Store: 30% take (15% under $1M/yr on Apple SBP)
# - Best for: traditional indie games on PC, console, Steam Deck
# - Risk: harder to sell on F2P-dominant mobile

# Ads
# - Banner, interstitial, rewarded video
# - Best for: casual mobile, hyper-casual
# - Networks: AdMob, Unity Ads, AppLovin, Meta Audience Network
# - Rates: $0.50-$5 CPM US; much less elsewhere
# - Rewarded video pays better AND respects players (opt-in)
# - Risk: brand-damaging UX if interstitials are too frequent

# In-app purchase (IAP)
# - Consumable:   coins, lives, time saves (Apple takes 30%/15%)
# - Non-consumable: permanent unlock, expansion (same fees)
# - Subscriptions: monthly / yearly access (Apple/Google 15% after 1 year)
# - Best for: F2P mobile, ongoing content updates
# - Risk: dark patterns + 'whale dependency' make 1% of players fund the rest

# Subscriptions
# - Recurring revenue; predictable; can include cloud features
# - Apple Auto-Renewing Subscription; Google Subscriptions
# - Best for: services with ongoing content (MMOs, game pass)

# Hybrid
# - Premium + cosmetic IAP (Stardew Valley + Pelican Town items)
# - Free + ads + remove-ads IAP (most casual games)
# - F2P + battle pass + skin store (most live-service)

# ===== Store fees + alternatives =====
# Apple App Store:    30% standard; 15% Small Business Program (<$1M/yr); 15% subs after 1y
# Google Play:        same as Apple
# Steam:              30% standard; 25% over $10M; 20% over $50M
# Epic Games Store:   12%
# itch.io:            10% default; configurable
# Web (own site):     payment processor fee only (Stripe 2.9% + $0.30)

# Apple Reader rule (2024+): some apps can link out to web purchase, paying
# only payment-processor fee — depends on category and region. Verify with
# Apple guidelines before relying on it.

# ===== Player psychology + ethics =====
# What works LONG TERM:
# - Cosmetic IAP that respects player choice
# - Battle passes with reasonable grind
# - Rewarded ads (player chooses)
# - Generous free tier; premium content adds value

# What burns goodwill:
# - Loot boxes (banned in some regions, especially for minors)
# - Pay-to-win in competitive PvP
# - Energy meters that block play unless you pay
# - Hidden timers, FOMO countdowns
# - Subscription auto-renewals that are hard to cancel

# Regulatory landscape (2026):
# - EU Digital Services Act + AVMSD: disclosure rules on loot boxes + ads to minors
# - UK Age-Appropriate Design Code: stricter rules for under-18 features
# - California / Australia ACL: refunds + chargebacks

# ===== Metrics that matter =====
# - DAU / MAU (engagement)
# - Day 1 / 7 / 30 retention
# - ARPPU (revenue per PAYING user)
# - ARPDAU (revenue per daily active user; the F2P standard)
# - LTV (lifetime value)
# - CAC (cost to acquire a user) — if running paid ads
# - Conversion rate (free -> paying)

# Healthy benchmarks for a polished casual F2P:
# - Day 1 retention > 35%
# - Day 30 retention > 5%
# - Conversion > 2%
# - ARPDAU > $0.05

# ===== Implementation =====
# Unity:    Unity IAP / Unity Monetization
# Unreal:   In-App Purchases plugin (per store)
# Cocos:    SDKBox / plugin per store
# Cross-platform: RevenueCat (subscription + IAP server logic)
#                Adapty (subscription experiments)
# Server-side validation REQUIRED — never trust the client purchase receipt

# ===== Pricing experiments =====
# - Price 6-12 candidates; A/B per store geo
# - Soft launch in low-CPI markets (Philippines, Vietnam, Australia for US-style audiences)
# - Watch elasticity; cheaper does NOT always mean more revenue

# ===== Refunds + chargebacks =====
# Steam: refunds < 2 weeks AND < 2 hours played; no questions asked
# Apple / Google: case-by-case; honour quickly to keep your store rating high
# Build a refund-friendly UX: clear unsubscribe, no FOMO timers

# ===== Decision tree =====
# - Solo dev, small game, PC/console -> Premium on Steam + itch
# - Solo dev, mobile casual -> Free + ads + remove-ads IAP
# - Small studio, ongoing content -> F2P + cosmetic IAP + battle pass
# - Multiplayer service -> F2P + subscription + cosmetic IAP
# - Educational / kids -> Premium ONLY; no ads to minors

# ===== Pitfalls =====
# - Skipping receipt verification -> easy fraud
# - Forgetting refund flow + tax compliance
# - Going F2P without a content plan -> player drops off after week one
# - Aggressive ad placement -> 1-star reviews + Play Console warnings
# - Subscriptions that auto-renew without a clear cancel UX -> chargebacks

Why it matters

Pick the model that fits both your game and your operations. Premium on Steam needs polish but no live-ops; F2P mobile needs constant content + balancing + analytics. Choosing wrong is a business mistake more than a game-design mistake — and reversing it after launch is painful enough that most indies prefer to switch genres.

Tip: Tweak the snippet with Try it Yourself », then sit the quiz at the bottom of the page.

Example

Example
// Premium, ads (rewarded best), IAP, subscription, season pass.
// Pick ONE model first; mixing them well is hard.
Try it Yourself »

Discussion

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