Blog
Stories from the field
Notes from the team — what we learn building AI monetization for Unity and Unreal studios.
Jul 2, 2026 · 5 min read
Loot box sales to minors: the FTC just set the line
The FTC's loot box settlement moved the line from disclosure to permission: age-gate chance-based purchases and get parental consent, or carry the risk.
Jul 2, 2026 · 5 min read
Catch-up mechanics close the returning player's gap
A returning player's biggest barrier is the progress gap that opened while they were gone. Catch-up mechanics close it so re-onboarding has a chance.
Jul 2, 2026 · 5 min read
Ad creative testing is the bottleneck now, not making
AI made ad creative nearly free to produce, so the constraint moved to testing. Here is how to decide which of a thousand variations deserves budget.
Jul 1, 2026 · 5 min read
Why default win-back discounts train players to wait
A default win-back discount rescues one lapsed player and teaches the rest to stop paying full price. Here is why discounting is a habit, not a tactic.
Jul 1, 2026 · 5 min read
Reward bundling: make your monetisation one system
Rewarded ads, subscriptions, offerwalls, streaks, and soft currency earn more when they interlock as one reward system than when they run as separate silos.
Jul 1, 2026 · 5 min read
Emerging markets: why ad revenue comes before IAP does
In emerging markets, ad revenue arrives before in-app purchases do. Sequencing monetisation to that reality beats an imported IAP-first model.
Jun 30, 2026 · 5 min read
Time-saving subscriptions survive subscription fatigue
Time-saving subscriptions retain better than content-locked ones in 2026. Here is why the subscription type you choose decides whether it churns
Jun 30, 2026 · 5 min read
Per-player pricing and the fairness line players punish
Per-player pricing can lift revenue or wreck trust. Here is the line between dynamic pricing players accept and the kind they punish you for
Jun 30, 2026 · 6 min read
AI liveops automation: what to delegate, what to keep
AI liveops automation works on structured tasks but fails on pacing and fairness. Here is the line between what to delegate and what to keep human
Jun 29, 2026 · 5 min read
In-game social features are a retention loop, not a bonus
Clans, chat, and groups keep players invested between sessions, and the data they produce predicts who stays. Treat owned social as retention.
Jun 29, 2026 · 5 min read
Google Play splits service and billing fees in 2026
Google Play is separating its service fee from its billing fee on June 30, 2026. Here is what the split changes for how you read your costs.
Jun 29, 2026 · 6 min read
Your game's daily obligation load: audit the whole thing
Login streaks, daily quests, and events each look fine alone. Added up, your game's obligation load becomes a second job. Audit it as one number.