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Monetization players don't hate
Design game passes, developer products and subscriptions that earn without making players feel cheated, then measure what works with real analytics.
Coming soon
- Price
- TBA
- Level
- Intermediate
- Modules
- 6
About
Most vibe-coded games either sell nothing or sell everything. This course teaches the middle path: a few offers that fit your core loop, priced on evidence, implemented so nobody can get items for free.
What's inside
- 1What players happily pay for and what they resent
- 2Game passes vs developer products vs subscriptions
- 3Secure purchase handling with ProcessReceipt
- 4Pricing tests without guessing
- 5Reading ARPPU, payer conversion and revenue per DAU
- 6Fixing a game that gets visits but no Robux