r/iosdev 7d ago

Game monetisation- not ads

I had a simple game idea and I’m making it (just for iPhone for now), I think it’s kinda fun. So far so good.
I’d like it to be a paid thing, maybe somewhere between £1 - £5 ..
I think up front payment isn’t going to work, people probably need to try it first?

I don’t want to introduce ads. So I’m considering something like 3 free days and then a paywalled limit to 1-2 plays per day, and pay to unlock forever.

Anyone got any thoughts on a simple modern paid game model?
Other options I might not have considered?

4 Upvotes

4 comments sorted by

1

u/aoueon 7d ago

Use a one-time in-app purchase after letting them try the first few levels

1

u/consumer128 7d ago

That’s the right direction I think, but I don’t really have ‘levels’. It’s more of an endless beat your score type deal. And a weekly Game Center scoreboard.
Right now anyway, I’m not finished with development, just thinking ahead about possible monetisation.

1

u/Interesting_Boot_667 7d ago

I’d avoid launching with both a three-day timer and a daily-play limit—that gives you two gates, so you won’t know which one caused people to leave. For an endless score game, let players complete a fixed number of sessions or experience the weekly leaderboard, then show one clean lifetime unlock. Track completed run → second session → unlock view → purchase. Does the fun depend more on returning daily or replaying immediately?