Help with Monetization

Basically, I have a game, and its player counts per day have gotten up to around 50-90% that of the benchmark top 10,000 experiences.:
Monthly Active Users:


Daily Active Users:

Unfortunately, the monetization is another story:

I know that my game, with its considerably wide player access could make significantly more income, I am simply at a loss as to how to do that. I have tried a few different items, like a jetpack, which, in my opinion, is pretty fun to play around with, as well as a VIP pass (I think its overpriced, to be honest, but it gives the player some stuff).

My game’s theme is, quite simply, launching rockets and exploring the map. Here it is: Rocket Launch! - Roblox.

All help and ideas on monetization would be nice.

Some other stats:
There tends to be a lot of players with un-modified avatars.


Official benchmark stats:

2 Likes

You could try adding some dev products that are very cheap but something players could buy over and over again.

Good evening!
In order to fix monetization you can do a lot of things.
Playing your game I saw 2 clear reasons players weren’t buying much:

  1. You’re not showing gamepasses well: The ui in your game, specially the shop, needs somewhat of an improvement, you are likely, just like me, more of a programmer than a UI design artist, but it’s important to try to make the main shop of the game very eye catching, since it usually boosts revenue a lot. Your game would also heavely benefit from some physical signs somewhere, If I was you I would add a bunch on the lobby.
  2. There aren’t enough gamepasses: Your game only 3 things to buy that I could find, you need to add more to increase revenue, you can try adding simple stuff that works on almost all games(Trails, pets, op stuff, troll weapons), make sure to put them in the lobby if you’re going to add any.
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Thank you for your response. :)

I will certainly try to implement all the parts of your first suggestion. (Although it might take me a while, as I am a bit busy.)

As for your second one, the first three of the “simple stuff” you mentioned would be possible, although I don’t think I want to include troll weapons in my game, as I still do want the focus on exploration, more than evade-those-people-who-paid-1000-robux-to-say-“:kill others” type of game.

Returning to the first three items, I did implement a semi-OP gamepass called VIP, which pretty much instantly (within a week), sold more than all my other gamepasses have for the entire duration of the published game. I will certainly put a sign for it in the spawn. However, considering the general topic of exploration that the game is based around, there is only so much I can give a player. As for pets and trails, the problem lies not in their implementation, but in my doubt that anyone would actually care for such things.

As my game is not a simulator, pets and trails would be entirely aesthetic, and, I may be biased, as a bit of a penny-pincher when it comes to robux (my entire purchase list):


but I have to doubt that that would interest the players in my game to the point that they would actually consider purchasing it.

Also, a little update on my player stats. I have actually passed the top 10,000 experiences for daily visits:

And a little better I suppose on earnings:

Thank you again for your response.

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No worries, I love helping fellow developers!
Hopefully some of the tips I gave you along with your own ideas can help bring monetization up :slight_smile:

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Well you can’t really put anything in people would want. Like a jetpack is just cool. Does it give you an advantage? Maybe, but people are only going to buy things that give them an advantage, look cool, or you can troll with (me).

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Thank you for your perspective.

I, personally, cannot relate to the “look cool” part (I left my avatar as a bacon hair for many, many years), but I am willing to recognize that others may feel differently, and may choose to spend Robux for purely aesthetic reasons.

Again, thank you for your comment, and, based on its contents, for viewing my game. :)

I mean look at fortnite. That game makes millions just of skins.

Try to make gamepasses have a meaning, as you mentioned jetpack in space game is not that promising, maybe add enemies to the game on some planets, and add weapons to the game that cost in-game money, it might make players play longer which mean premium payouts, also you can add money purchase for very cheap price like 1000$ for 100 robux, and give weapons price in normal range, maybe players could mine materials on other planets and sell them? there are many ways to do that