Monetisation Plans

I’m currently using in-app purchases to monetise my game. I recognise that in-app purchases are dependent on building a strong community of players that really love your game, thus, it takes time for the purchases to come in. However, it’d be good to have some form of measurement to know when I can estimate the revenue to come in. I’m curious about:

  1. Your experiences on when revenue started coming in for you
  2. What kind of in-app sales did you have? (e.g. Cosmetics, game passes, events)
  3. How long did it take for the revenue to start generating?
  4. How many active players did you hit before revenue started generating?

There are 5 ways you can make robux from games.(not all of them work together though.) These are game passes, dev products, private servers, paid access,and premium payouts. Most of your revenue will come from game passes, dev products, and premium payouts as you barely make anything from private servers or paid access. Paid access games rarely work in my experience. People dont want to pay for something they dont know if theyll like. If you go for this option, I suggest hiring an influencers to show people what the game is like. When determining what monetization methods you want to incorporate into the game, consider what you would want to buy if you were playing that game. Also you can make premium benefits so premium players want to play your game more. That is my monetization advice, I hope it helps you. Good luck with your game. :+1:

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