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
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
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 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
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.
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.
Jul 16, 2026 · 5 min read
First session behavior predicts who pays before anyone does
A player's first session reveals spend intent long before a purchase happens. Route ads and offers on that signal instead of waiting weeks to learn it
Jun 27, 2026 · 6 min read
In-game store design: a curated shop, not a junk drawer
Your in-game store is a conversion surface, not a catalog. Here is how to design it as a curated shop that matches each player's stage and intent
Jun 11, 2026 · 7 min read
Trigger-moment offer design: when offers actually convert
The moment an offer is shown matters more than the offer itself. Here is the short catalog of in-game moments where conversion is structurally higher.
Jun 5, 2026 · 7 min read
Ethical monetisation: what 'fair' looks like in offer design
Ethical monetisation gets named as a 2026 competitive lever, then defined vaguely. Here are the concrete properties that make an offer system fair.