Improve Robux Revenue for my Monster Survival game?

Hey all. My game sells many things, such as:

  • Gampasses (x3 Killer, x3 Hunter, VIP)
  • Monster Skins (500 robux - 1000 robux)
  • Gun Skins (500 robux)

Yet the monetization is bad.
Any ideas why, and how to improve?

Ideally, the ARPDAU (average revenue per daily user) would be atleast 0.5+

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I think the prices seem very high compared to what you get, and there isn’t much of an incentive to actually buy it either if you’re just playing casually.
I think it could work well if you turned the Game Passes into Dev Products that the player can buy before a round starts with a guarantee to become monster/hunter, and making the Game Passes into the permanent version but chance-based (meaning they’d stay as they are).
That way, people might be more likely to spend Robux on becoming a monster or hunter through the Dev Products, to see what it’s like, without spending almost a thousand Robux, assuming they didn’t already try out those roles organically at some point.

6 Likes

Good point. The prices probably were too high overall. The supply and demand was probably incorrect, and players didnt care enough to get the x3 Monster gamepass, at a price of 750 robux, for example.

I also expected monster skins to sell at prices of 500 R$ and 1000 R$, because I see many games which sell desirable skins (such as Fortnite skins, or car games selling cars) at these prices.
I guess I will lower the prices on them as well

Generally games make most of their revenue from Super Users who are 0.01% of all players who buy everything.

Hopefully, now that I’ve set the cost of monster skins to 250 R$ and 500 R$, they will have more demand