In-game events and celebrations can boost player engagement and improve retention rates. However, how can they also drive monetization? You will find the answer in this article about LiveOps bundles. What are LiveOps bundles, and why do you need them? In-game events typically feature leaderboards that award players based on their ranking. Higher rankings result… Continue reading #8 LiveOps Bundles
Balancy Update v4.2.0
Last weekend we released one of the most extensive updates ever made in Balancy. Most of the features are hidden and will be revealed later. In the meantime, I’ll provide additional information about the visual improvements you can already see in the interface. New Tables The latest update introduces hotkeys for fast navigation around tables… Continue reading Balancy Update v4.2.0
#7 One-Time Offers and Starter Packs
Let’s take a closer look at FOMO – the fear of missing out. A game mechanic that uses it at maximum volume is a ‘one-time offer’. If it’s gone, it’s gone. What is a one-time offer, and why do you need it? A player’s first purchase is the hardest to get, but it’s also the… Continue reading #7 One-Time Offers and Starter Packs
The Next Generation of Remote Config: Balancy vs. Firebase
Remote Config technology became widely popular thanks to Firebase, which made it accessible to a broad audience of developers. However, it is far from being the only solution on the market, not to say that it’s far from perfect. This article will reveal why Firebase Remote Config became obsolete and what you can do about… Continue reading The Next Generation of Remote Config: Balancy vs. Firebase
#6 One-Time Limited-Time Offers
In one of the previous tutorials, we covered ‘repeatable limited-time offers’. Today we will talk about its sibling tactic – a ‘one-time LTO’, which is also a limited-time offer but is available only once in a player’s lifetime. What is it, and why do you need it? During a player’s life in a game, there… Continue reading #6 One-Time Limited-Time Offers
#5 Permanent Offers in an In-Game Shop
Is selling premium currency still fun? Not really if it comes alone. Creating bundles and offering currency with other items for added value is proven to be more effective. This article will look into the best practices for creating such offers and how you can add them to your shop today. What are permanent offers,… Continue reading #5 Permanent Offers in an In-Game Shop
#4 Free Gifts in an In-Game Shop
Every successful free-to-play game usually has an in-game shop with various virtual goods players can buy. However, creating an in-game shop and filling it in with content is not enough. Similarly to a usual retail shop, the question is about traffic. How many people will regularly open it to buy something? How do owners promote… Continue reading #4 Free Gifts in an In-Game Shop
#3 Repeatable Limited-Time Offers
Yet another tool to increase conversion into purchases for hard currency are repeatable ‘limited-time offers’ (LTO for short). What is it, and why do you need it? Under the hood, LTO is similar to the ’first purchase bonus’ (an offer you get for your first purchase in a game, which we’ve discussed in the previous… Continue reading #3 Repeatable Limited-Time Offers
#2 First Purchase Bonus
You’ve probably heard about ‘starter packs’ and how they magically convert new players into first-time payers. Another effective tactic that can be used with a similar intention is called a ‘first purchase bonus’. Here we will define what this term means and spy a little on how other developers present such bonuses to players. Read… Continue reading #2 First Purchase Bonus
#1 How to Add a Shop to Your Game
So, you have a free-to-play game and chose in-app purchases (IAPs) as a way to monetize it. In the first place, you need to create an in-game store to display your offerings to players. This article will give you an overview of what basic elements your in-game store should include and how to fill it… Continue reading #1 How to Add a Shop to Your Game