Very bad Payer Conversion Rate for game monetization, how can I do better?

I want to start off by saying, I THINK I’m in the right category for this, but if I’m not, please let me know.

With that said, I currently have a game called Liar’s Table, which tends to average around 2-3k CCU at the moment. This is good, but the monetization is insanely low for the amount of players the game gets, and it seems to be mainly because of CVR. We usually have 3 game passes, but have a couple more at the moment for the Christmas event (which doesn’t seem to help all that much), and have some dev products for in-game currencies. I understand we can only do so much, considering I don’t want to make this game pay-to-win, so the only things you can buy are cosmetics, but I don’t think our CVR should be THIS bad. I’ve seen other games, even games that only have cosmetics, and they get around 1% or higher. Meanwhile, we average about 0.12%. The only time I’ve seen it go up at all was when we had a Black Friday sale, but that only raised it to like 0.22% at most. Below is a screenshot showing the analytics from the last month:

Any and all advice is very much appreciated, because I don’t really know what to do.

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From what I’ve noticed from playing 1 game is that the player is never prompted to buy VIP or that it exists. The games premise is very enjoyable and the player could sit there and play the game without ever knowing of what’s in the shop. You could try and sell things such as the VIP to the player at the end of the game for example showing a crossed out VIP bonus and having a separate menu to the side with a purchase button with information like you have in the shop. Just do remember monetisation shouldn’t be overdone like some of those obbys and clicker games do and your current monetisation seems to be just right so maybe it just needs to be pushed to the player a little bit more.

You could implement some new UI changes that follow what I said above and track players usage of them with things such as custom events which would be triggered for example when the player opens the store or clicks the buy button on a gamepass item. This would let you see how many players actually reach your games store and also potentially how many think about making a purchase but then decide not to. To take this to the next level and something I haven’t seen before on this platform is trying out different UI’s with different groups of users and seeing which UI provides a better response. This removes any changes in spending based on the time of the year/month and instead lets you know what works best with your audience. From that you will be able to use the one that works. Here is an article I found which sort of explains it.

I hope this helps!

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Thank you so much for the feedback! Will definitely take everything into consideration. The A/B testing is especially a good idea, as well as the custom events.

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How much robux did you spend in ads when it first released ? And after how long did roblox start pushing it ?