Background

IAP doesn’t work in our game. Our players just don’t spend.

“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.

And that’s when monetization starts to work.

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