[NEED HELP] My game averages 105,000 visits a week but brings in little revenue

Hello, I’m the developer of Horror Elevator and I don’t quite understand why my game is so poorly monetized. I’ve been doing some research on the web and found out that games should be averaging anywhere from 0.5 R$ - 2 R$ per visit. However, I’m averaging somewhere around 1/10th of a R$ per visit, which is not good at all. This means the game averages 105,000 visits weekly, while only making around 50,000 R$ a month.

Here is the link to my game: https://www.roblox.com/games/3355885373/Horror-Elevator-NEW

I have thought of solutions such as lowering the prices of gamepasses, creating an incentive to buy better gamepasses, but none of them seem to work. In comparison, I looked at an old game:
https://www.roblox.com/games/324867017/UPDATES-Horror-Elevator

My game made less than that game in robux per visit, although mine even included dev products.

I would like some feedback and advice. It seems like I’ve searched through every possibility of increasing revenue, yet I can’t seem to find a solution.

6 Likes

Here are some possibilities:

  • You don’t have interesting things. People want not only powerups, but cosmetics.
  • You don’t push it enough, so people may not even know about it.
  • People don’t play long enough or don’t like the game, so they don’t feel like investing.

What are your avg play times like, and what devices earn more?

2 Likes

I have cosmetics included in my game such as being able to dress up as different FNAF characters. I also sell chests, which people usually buy dev products to purchase.

My average play time is 11-15 minutes for computer and 7-8 minutes for mobile devices. About 80% of the revenue comes from computer users. At most times, about 35-40% of the players are on computer.

Maybe your mobile and console users need more support. If that’s fixed, then boom. Instant cash.

1 Like

Consider outlaying a progression system in the game and secondly implement pain points within the game which encourages (… some call it forcing) players to purchase gamepasses.

I also want to add that having too many gamepasses can be bad, so consider making cosmetics like skins purchasable with soft currency and hard currency. While this may sound illogical, it is actually contrary to that. More people tend to purchase Dev Products over gamepasses. In fact, DevProducts usually generate 100-150% (and for some it could be 300-400%) more in revenue and by allowing players to use soft currency to purchase cosmetics and other upgrades it is going to encourage players to purchase soft currency with Robux due to that they may have just a tiny bit more they need. This will result in way more money in general. Remember TIME is REVENUE, the longer you keep them there, the better. But players always want their time worth so more often than not they’d love to skip progress via the external use of virtual currency (robux in this case)

2 Likes

Thanks for your input. I’ll keep this in mind when making my new update.