Blog
Stories from the field
Notes from the team — what we learn building AI monetization for Unity and Unreal studios.
Aug 13, 2026 · 4 min read
What to do when a live event underperforms mid-flight
Three days into a week-long event, the numbers are poor. Changing it now fixes the week and can cost more than the week was worth.
Aug 12, 2026 · 4 min read
The real cost of a bad economy change is player trust
The currency involved in an economy mistake is usually recoverable. What players conclude about whether the game is fair to them frequently is not.
Aug 11, 2026 · 4 min read
Running live ops across multiple player time zones
One global schedule means most of your players get events at the wrong time of day. Fixing it is mostly a decision about what a day means.
Aug 8, 2026 · 4 min read
Event rewards that do not wreck the base game economy
Events need to feel worth doing, which pushes rewards up. The base economy needs prices to mean something, which pushes them down. Both can be satisfied.
Aug 6, 2026 · 4 min read
Unwinding currency inflation after a generous event
One event paid too well and now everyone is rich. Cutting rewards back is the obvious move and the one most likely to make things worse.
Aug 5, 2026 · 4 min read
Live-ops handoff notes that actually transfer knowledge
When the person running your events leaves, the calendar survives and the reasoning does not. The reasoning is the part that was doing the work.
Aug 4, 2026 · 4 min read
Seasonal resets and what happens to stored player value
A season reset clears progress to make room for the next one. What it does to the things players bought during the season is the part that generates complaints.
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 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 2, 2026 · 4 min read
Rollout safety for changes to a live game's economy
A bad economy change is not like a bad UI change. Players keep the currency, and you cannot undo a balance by reverting the config that produced it.
Jul 31, 2026 · 4 min read
Reward inflation across a live game's whole lifetime
Every new event has to feel worth doing, so it pays slightly more than the last one. Two years of that produces an economy nobody decided to build.
Jul 30, 2026 · 4 min read
Cohort tenure versus calendar time in live-ops reporting
Comparing this month to last month measures your acquisition mix as much as your game. Comparing week-three players to week-three players measures the game.