Decent Gamepass costs?

Sorry for the inconvenience if this topic has already been discussed, however, I think every developer would like to know how they could maximize their profits without losing player interest in them. I’m currently making a new game which will be released shortly, after balancing it. I have a few gamepasses which I believe could help the player by saving them a lot of time. By that, I mean increasing their income. Right now, the gamepasses’ costs range from 75R-175R. I wanted to know, should I increase the costs, or lower them.

I’ve got a feeling that this post might require more information, so here is the game:
https://www.roblox.com/games/3696547170/Train-Station-Tycoon#!/about

Side note, it’s currently offline for testing. Hoping someone knows how to resolve this. Thank you.

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I’d really love to give more info, but unfortunately the place is currently closed. Would you mind opening up as so we can give feedback?

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It mostly depends whether or not it gives you a better advantage over things for example, if the Futuristic Train gamepass gives you a better advantage over buying the old western train, it should cost more.

If its just cosmetics however, Imo, it should be around the same price to make it more balanced (And cost less).

I do believe your infinite gamepass is perfectly balanced for being a high price however, it could depend on the game :man_shrugging: (I usually don’t like infinite money gamepasses though as they feel as a cheap getaway for robux)

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Personally, I think it really depends on how valuable the item is in the game. When looking at game-passes in general, regular items that give buffs (nothing extreme) are the best when they are priced 25 - 100 Robux (from what I have seen). That would be my base recommendation to go in that range, but I really need to see what item individually in order to give my full opinion. Of course, if there were anything else that gave greater buffs, I would price those at much higher (think PvP and a sword that does twice as much damage as everything else). Another route you can go is cheaper in-game purchases, as those can be repeated and can generate a lot as well. Hope this helped, and good luck!

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Anyhoot, I guess access is not needed :slight_smile:
However, while gamepasses are good, I would suggest DevProducts as with gamepasses it’s a 1-and-done sale, but DP’s allow you to continually sell the same product, such as X2 profits for X amount of time, etc…
Also, you might want to change the word “Tycoon” to something more unique.

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I disagree. I find it helpful when tycoon games have tycoon in their title, since tycoon is a more rigid format than something like a simulator or a shooter. Calling something a tycoon tells a decent amount about the game — generally, if you like one tycoon, you’ll like any tycoon.

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True, but that category feels really oversatured with low quality games.
I feel like it’d be better to have a solid unique name that can be attributed solely to your game (E.g. Train Mania - ignore how bad it is, just thought of something on the fly)

If it’s a tycoon, it follows a specific format. If you’re following that general format, you should probably call your game a tycoon. I don’t see how it’s unoriginal to give a helpful title for your game.

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UNLESS it is a starter pack/intended to be a first purchase, there’s no good reason to make a gamepass under 100 R$.

With devex exchange rates, it’s just not profitable. If the game sells a compelling service you should still be selling (for example, the current game I’m working on has ~6k Visits but has made over 5k revenue, much of it from a 200, and now 300 R$ gamepass. People will buy stuff if they want it.)

So, I would generally say you should increase them. There are, however some nuances to prices.

One of them is marginal analysis. The reason movie theaters have small, medium, and large drink so you will go like “should I buy small or medium, maybe I’ll go with medium” and then go “oh but medium is only 50 cents cheaper than large and so much smaller, might as well snag a large.” This wouldn’t be possible without a medium option. If the gap is too high (large is significant more expensive than small) this line of reasoning will break.

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