Subscription
Last updated
Last updated
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An early and simple solution to dealing with operations costs.
Honestly this is the most honest way to monetize operations costs. Your players want to play your game for some time, that time costs you money, you charge your players for that time cost.
In practice however simple subscriptions suffer from the same sorts of problems as "One Time Purchase" type "" models. For most games the required subscription fee will price out a portion of the player base requiring a higher price to compensate pricing more players out. In short this model is possible to be made sustainable but exceedingly difficult to manage well. In particular this model becomes less sustainable over time.
A nice consumer friendly solution is to offer a smaller "Subscription" as an alternative or addition to other options. You see this with games like . The general idea is you go with a "" or low cost "" entry point. You offer "" as one time purchases/unlocks of content and give fans a "Subscription" option which should get them all expansions at a cheaper effective rate and often exclusive subscriber perks.