Blog
Stories from the field
Notes from the team — what we learn building AI monetization for Unity and Unreal studios.
Aug 14, 2026 · 4 min read
Players who browse without buying still matter a lot
A store visit that ends in nothing is filed as a failure. Those visits are the largest source of information about what your catalog is missing.
Aug 11, 2026 · 4 min read
Designing a game economy that has to last five years
Most economies are designed for launch and then patched forever. A few decisions made at the start determine whether the game can still be tuned in year four.
Aug 9, 2026 · 4 min read
A discount and a price change are not the same thing
One is a temporary event with a reference price behind it. The other resets what players believe the thing is worth. Teams use them interchangeably.
Aug 8, 2026 · 4 min read
What a healthy first-week economy actually looks like
The first week sets a player's understanding of what things cost and whether earning is worthwhile. Most of the damage done here is invisible until much later.
Aug 7, 2026 · 4 min read
The hidden exchange rate between your two currencies
Most games with hard and soft currency never state a conversion rate, but one exists implicitly and players work it out faster than studios do.
Aug 6, 2026 · 4 min read
Sink placement: front-loaded or back-loaded progression
Where you put the expensive things in a progression curve decides who reaches them, and whether the economy holds together for long-tenured players.
Aug 3, 2026 · 4 min read
Offer timing versus offer content: which moves more
Teams iterate endlessly on what is in an offer and rarely on when it appears. The moment is usually the larger variable, and it is cheaper to change.
Aug 3, 2026 · 4 min read
Players who never spend are still worth designing for
Most of your players will never buy anything. Treating them as failed conversions costs you the thing they actually provide, which is not nothing.
Aug 3, 2026 · 4 min read
An economy design doc that survives contact with live data
Most economy documents describe intent and go stale in a month. The parts worth writing down are the ones that stay true when the numbers change.
Aug 2, 2026 · 4 min read
When to sunset a currency in a live game's economy
Games accumulate currencies. Removing one is harder than adding it, and doing it badly costs more trust than the tidier economy is worth.
Aug 1, 2026 · 4 min read
The second session predicts what the first one cannot
First-session analysis dominates onboarding work. The second session is where a player decides the game is a thing they do, and it behaves very differently.
Jul 29, 2026 · 4 min read
Offer decline rates are a design signal worth reading
A declined offer is usually filed as a miss. It is also the clearest statement a player makes about what they do not want, and it is free to collect.