“IAP doesn’t work in our game. Our players just don’t spend.”
I’ve heard this line from dozens of teams — and almost every time, it’s wrong.
Not because players don’t spend. But because the game doesn’t give them a reason to.
When IAP underperforms, it’s rarely about the audience. It’s usually about the offer strategy.
Here are the usual suspects:
🔻 No value framing Players don’t buy “gems.” They buy progress, speed, power, customization, exclusivity. If your offer doesn’t communicate why it matters, no one bites.
🔻 Poor timing You’re showing the shop when the player has no context, no pain point, no motivation. The best moment for a sale is when a player wants something and can’t get it yet.
🔻 Everyone sees the same shop Segmented pricing, pacing, and bundles are standard practice now. Beginner whales, veteran free-to-players, and returning users all need different offers.
🔻 No emotional hook Limited-time? Milestone reward? Progress multiplier? If your IAP is just “currency for money,” you’re missing the emotional layer that actually drives conversion.
The belief that “my players don’t pay” is a trap. If they’re playing, they’re getting value. Your job is to frame that value in a way they want to support.