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 13, 2026 · 4 min read
Personalised pricing and what you have to disclose
Showing different players different prices is increasingly a disclosure obligation rather than a quiet optimisation. The line sits between price and offer.
Aug 11, 2026 · 4 min read
Localised offer content versus localised price points
Adjusting prices for a market is well understood. Adjusting what is in the offer is usually the larger lever and almost nobody does it.
Aug 10, 2026 · 4 min read
Deciding offers on the player's device or on the server
Where the choice of what to show gets made determines how fast you can change it, what it can know, and whether players can tamper with the result.
Aug 9, 2026 · 4 min read
Your top-spender group shrinks before revenue does
When a game starts declining, revenue holds up for a while because the remaining big spenders spend more. The count moves first and nobody watches it.
Aug 9, 2026 · 4 min read
Refund clustering is an offer design signal, not noise
Refunds spread evenly across a catalog are a cost of doing business. Refunds concentrated on one offer are that offer telling you something specific.
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 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 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 2, 2026 · 4 min read
Store visit frequency is an intent signal you ignore
A player who opens the shop four times without buying is not failing to convert. They are telling you they want something you are not selling.
Aug 1, 2026 · 4 min read
Cross-platform play and your single-currency economy
Studios are building one game across phone, PC and console. One shared currency across stores with different fees and different players is harder than it looks.