Monetizing a browser game can be challenging, but there are several strategies you can explore. Here are some key takeaways from various discussions on the topic:
Advertising
One of the most common methods for monetizing browser games is through advertising. You can integrate ads into your game using platforms like AdSense or other ad networks. However, it's important to note that ad revenue can vary significantly depending on your audience and traffic. For instance, one user mentioned that their RPM (revenue per 1,000 impressions) was quite low at $1 [2]. Exploring different ad networks or private sales for ad space might yield better results
[2:4].
Freemium Model and In-App Purchases
Another approach is to offer a freemium model where the game is free to play, but players can purchase additional features or content. This could include cosmetic items, extra levels, or power-ups. It's crucial to ensure that these purchases do not create an unfair advantage in the game, as this could deter players [1:11].
Donations and Subscriptions
Some developers have found success by allowing players to support the game through donations or subscriptions. Platforms like Patreon can be used to offer exclusive content or perks to subscribers [3:2]. Alternatively, you can provide a suggested donation amount directly on your site
[4:8].
Game Distribution Platforms
Hosting your game on a browser game distribution platform can also help with monetization. Sites like Poki and CrazyGames offer ad models and SDKs to handle in-game ads [4:3]
[4:5]. These platforms can increase your game's visibility and potentially drive more traffic.
Quality and Engagement
Ultimately, the success of any monetization strategy will depend on the quality and engagement of your game. Ensuring that your game is enjoyable and engaging will help retain players and encourage them to support it financially. As one commenter noted, focusing on making the game as good as possible can lead to future opportunities, such as marketing other paid or more easily monetizable games [4:4].
Legal Considerations
If you're considering embedding games from other websites, be cautious about legal implications. It's essential to ensure that you have the right to use and monetize those games. Using free or inexpensive games that allow for monetization is a safer approach [5:1].
Hey guys, am new to the app space and was working on an app/game its a mixture of both. I really don't know how to monetize it, I don't want to charge a fee for anything as it could provide an unfair advantage but I do need to make money as it relies on server costs. What could be some actual good ways to monetize it?
Thank you in advance!
Maybe include ads and charge a small fee to remove them? Hard to say because I don’t know what type of game you’re making. There’s a lot of ways to monetize with games
If you dont have much traffic, you can simply fund the servers yourself. If you start getting enough traffic that $50/ month hosting or so doesnt cover it, then you maybe have enough users that monetization approaches become obvious? (I say this as a bystander, who has never managed to make money off selling apps yet. But if I had, I might not be reading this post, right?)
So here is the deal. There are a lot of ways to monetize an app. None of them matter when compared to the app being popular.
If your app is perfectly monetized, but three people, including your mother as one of the three ever even download your app, all the work to monetize won’t matter.
You need to ask yourself whether the app is sticky before you ask how to monetize. Once users can’t live without the app, you’ll know what you can get away with charging for.
well thats another issue. If i wanted to make it paid no one will download it and if i make it free but add ads people will delete beacuse of quality of life intrusion.
I’ve created a few apps. None of them are in the store anymore because cracking the code for promotion and success is very difficult.
These things are true:
Your app is probably not going to sell itself. You will probably need to pay for ads to get downloads. Each download is probably going to cost you real money… $1 or more at the very least. More likely a few dollars each download. — to clarify: you’ll pay for ads, they will cost pennies. But so few clicks will lead to an install and use that it will take many ads to get those downloads.
Once you get downloads, you’ll can start to optimize for user interaction and things like 1/7/30 day retention. (I.e. how many new downloads remain in use after 1 day, 7 days, 30 days, etc.). I.e. you’ll spend some days/weeks/months re-coding and re-designing your app so that your users like it better and stick around longer. — I mean, maybe your app is perfect as is right now, but probably it isn’t.
Once you have users, then you’ll can figure out what they use most (some feature or aspect of your app) or possibly what things they will pay for that aren’t required for use, but that are nice to have (skins, etc.)
I know one company is offering a tech partnership in return for DAU monetization. Basically they have an SDK that you integrate, and the more DAU you have - the more you earn. They are called Honeygain I think
No not satire. I don’t really belong here. So my apologies. You can ignore me. I am a very old longtime tech user and consultant and I meant to encourage you. I was describing all the ways that I as a consumer of more than 800 apps on my iPhone and thousands of apps on many generations of computers and various different pay models. In the end I don’t care what you charge for an app, i care for the quality. You are correct, you will get lots of downloads if the app is free, and if you get inundated with requests for help from thousands and thousands of users that you cannot help you will garner a bad reputation. I’d almost rather you charge $.99 for that introductory level, this gives you serious users and not just people looking for freebies that they’re just going to complain about. If the app is compelling, then you’ll get eyeballs. You can do promotions. You can set it up to be free for a whole day. There are lots of strategies. I can’t get into them here but, take AppAdvice which publishes a daily list of apps that are free for just that day. This would allow you to occasionally put it out there for free, and still have a base price. I’m not exactly sure how you do it at the Apple store but there are developers that do it all the time. Once it’s compelling, people start talking about it. You’ll have to choose what kind of social footprint you make as a result of your pay model. The other options are just that. People hate subscriptions. If you want them to love you, offer a single price or a lifetime option or beautiful, add-ons or upgrades. I’m so sorry you took it the wrong way. I was dead serious. Good luck! I can’t wait to play your game.
> I don't want to charge a fee for anything as it could provide an unfair advantage but I do need to make money as it relies on server costs.
What about your time? Surely that is not worthless.
Profit is not a dirty word. People are generally happy to support a good app that they find useful. It's still a race to the bottom and difficult to make a living off of just apps, anyway.
I've had some success with direct app sales in the past, but it took a while to build, and much more revenue came from other products that could be used with my apps. People will hesitate to spend $9 on a well made app that they find useful, but they often won't even blink at spending $50 on some computer software, or $100+ on some electronics they can hold in their hands. Those are just the norms that have been set for these different types of products.
Ads are a common approach, but you should give people an option to pay to remove them. Consumers hate ads and subscriptions, and just deal with them when there's no better option.
the thing is im worried if i make the app game itself be bought with money no one will buy it, if i add ads to game people will think its intrusive and delete and there isn't really any progresion so i cant make it pay to play...
do u know if people actually buy the no ads option or any data just curious to see if that could actually work
I think ads are okay for game apps as most people are not going to spend money. You could combine the No Ads package with some other cool stuff in your app. Those extra features that you could give people who are willing to pay dont cost you anything, but they can be a huge factor for getting people to pay.
I always always pay to remove ads, on apps I actually use. The main exception is weather.com app, that wants a subscription of $[lots of money] per month, so I just deal with the ads...
I'm happy to try an app with ads. If I like the app, I'll pay to remove them. If I can't remove them, I'll switch apps, unless there is no other choice. (weather.com app unfortunately appears to be the app in that domain that I like the most...)
I get traffic on my apps, without marketing. Maybe not a lot, but enough that I can see how people feel about them. Currently my 7 day retention is 0%. Therefore I feel the issue, in my own case, is not getting traffic, but getting retention.
Hello Not sure if anyone has experience in this field, but I’m looking to monetize a browser game. I already have various income streams from the website, but one key thing I’m missing is ads. I was accepted to an ad program, but the RPM hovers around 1$ which is incredibly lower than any RPM Ive ever had.
My site currently doesn’t get the most traffic ~60-100k pv/m, was planning on doing private sales for ad space when I grow it more
In the mean time, does anyone know any ad programs I could get accepted on that pay 2-5$ per 1k page views?
Do you understand, who the audience of a browser game consists of? It's unrealistic to expect high RPM from the kids.
I ran a site targeting kids in the past and had rpms of up to 5-6$ from adsense
Apart from that, the audience is very broad and there's no valuable text & image content being generated in webgames, hence it's harder to show targeted ads. I guess that's why most of the ad platforms (including ordinary AdSense) don't deal with them, and those who do are providing mostly very general ads, which indeed don't perform well.
Pollfish is excellent if you can provide a good incentive, and decent without. Very simple integration too!
Hey, so ive been making simpleish yet kinda fun HTMl games recently, and was wonderng if theres any way to monetize/earn money from them?
The only profitable HTML games that I know of are using the Patreon model of distribution and are pornographic in nature.
The more popular ones make well over $5k a month.
oooo okay
Sell things... or let people sell things on your game (ads)
Very simple to say. but you're going to just need to do a lot of trial and error to see what hits the sweet spot
that makes sense. thank you!
In my opinion, it’s kind of hard to make good money from HTML or browser games - that segment of the market often expects the games to be free.
You can look into how others in that space are doing it - whether it’s ads, donations, subscriptions, etc.
For example, minesweeper.io or chess.com use ads and subscriptions, while some others just have a paypal link for donations - find the sites that offer games most similar to your own and do a bit of competitive analysis.
You’ll also want to make sure you have analytics set up too, so you can figure out actual user numbers and whether it’s worth monetizing at all.
Lastly, the most reliable avenue - is probably just to spend time building up a good portfolio and then sell to an actual portal if you develop some polished hits.
All in all, I’d put your focus on fun and growing your playerbase and portfolio instead of monetization for this kind of game.
Good luck!
thank you for the advice!
Yes, by selling things. Have you done any research on Google or with ChatGPT?
I've spent a few weeks building a browser-based puzzle game. Mostly for fun and because it's a game I enjoy playing and enjoyed building. I specify this mostly because I want to be clear I'm not expecting any substantial revenue here, but slightly more than nothing would be nice if it is at all possible.
I went into it thinking I could simply sign up for AdSense, slap a banner ad in there and call it a day and make a small trickle of money if I were to gain a modicum of traffic, but I'm now trapped in the awful world of non-game ad networks (like AdSense and a few others) not approving the site because it doesn't have enough content, (since apparently, the game itself doesn't count, I've even resubmitted it for review like 5 times after trying to add other content as well) ... and game-focused ad networks either not offering banner ads, only video ads, or only working through mobile or engine-specific SDKs and thus not being available for web games.
So tl;dr: are there ad platforms that are non-intrusive, can get approved on a game, and work on the web that I can't seem to find? Or are there other monetization strategies I should try instead?
Host it on a browser game distribution platform (website dedicated to browser games). Browser games typically don't make much if any unfortunately.
Do you have a particular one in mind?
I haven't used it myself, but CrazyGames might fit. They have their own SDK to handle in-game ads.
There was also this short article on selling web games: https://github.com/nyunesu/web-games/
https://poki.com/ seems to be a site that wants to be non-intrusive and nice while still using some kind of ad model. To me it looks like they do things the right way.
Best bet is just making the game as good as you can. Just share it as a high quality, free puzzle game.
If you get decent traffic then use it market other paid (or more easily monetizable) games you make in the future. Paid puzzle mobile game would probably be pretty good. But can just integrate with Stripe for browser based games (it was about a weekend of work for me for my browser-based digital board games)
Put it on itch and put a price on it. You can add a demo version for people to try it out before buying.
Or just do a suggested donation amount.
Would you only be able to play the game on the browser if you buy it? So like would it be paid-only despite being a browser game (regardless of having a demo or not)? I looked on itchio and i saw many browser games that are seemingly free and practically none are paid, so I don't know if itchio lets you make a paid-only browser game
I see what you mean, can you share your H5 site? I can provide Reward, Anchor, Banner, Video ads if your site has good valid traffic and the content is not violating.
is the offer still up?
I want to create a browser game website with a few embedded games and a few of my own games. But I want to know whether it's allowed to monetize this website because I want to have embedded games from other website's as well with ads on the side of them.
If someone could point me a direction or help me I would really appreciate it.
Thanks in advance.
bro even p*rn websites can be monetized 😂
The thing I'm worried about is embedded games from other website's. Let's say for example there is a game from miniclip.com that I want to put on my site can i still put ads on that page?
yes , you way won't be able to use adsense but any other ad network is fine
Don't steal people's games. There are tons of free games or inexpensive ones you can add to your site and monetize all you want.
Hey folks,
Wondering if anyone has any experience getting a PvP / single player game that runs on any phone or computer, in any browser, in front of potential players?
Low friction to try cause it's click the link and play.
Should your run ads? On Facebook or something?
Target whom?
How can I monetize this to cover server and database costs?
I have setup in game currency and you can buy them or earn in game. Maybe ads? I want it free to play.
Background About a year and half into a turn based hex grid boxing / fighting game called HBC boxing. It's not ready for general release yet, but do have it hosted tho and playable in whatever current state is in as I develop, updating at least a few times a week.
My goals Sustainable in that it earns money to cover server and database costs.
Have an active player base making matches against eachother and in the career mode Resulting in an engaging leader/rank board, with boxers dying and retiring to keep it always possible to reach #1
Tech stack, react, typescript, mongoDb, meter.js
I've been studying marketing a bit, and something important to consider for commercial game development is that you're not just competing against other games in your genre or just other indie games, you're effectively competing against all forms of entertainment for people's time and attention.
It is possible however to specifically target certain groups or demographics through focused marketing. Who you are targeting will affect who you are in most direct competition with - for example, a person making a turn-based fantasy RPG will be competing more directly against Square Enix, makers of Octopath Traveler, Dragon Quest, and Final Fantasy. So the question to ask yourself may be...who is also doing boxing stuff or sports browser games, and are they successful at a level you feel is practical to pursue? Are there other aspects you feel you could add to set your game apart from others? If you were the customer, how would you feel playing your game, ignoring all the work you put into it and judging on face value?
It's also worth noting that monetization in videogames is getting a bit of push back from lawmakers in various countries, so be careful of which demographics and regions you market to. Cosmetic stuff should be safe. P2W stuff should be safe. Lootboxes not so safe.
When you market your game, remember that a potential customer does not care how much work you put into the game, but how good the game seems to be. If you do advertise, make sure it adds to rather than subtracts from the "perceived value" of your game - be careful not to advertise falsely though - people will get angry enough to file reports or negative reviews.
Thanks, made some great points I would have not considered. The competition for the attention is interesting and that's a tough battle to win.
The market for browser-based games was mostly swallowed by mobile games. Anything you would have done as a browser-based game 15 years ago would now very likely work much better as an app.
But browser-based games are still a niche a couple games exist in. For example, I believe Fallen London is still turning a profit (a niche game within a niche).
It’s a real shame that there doesn’t seem to be anything much given how rich the open source environment is with JavaScript and npm
I love browser games, but I'm reluctant to play them on a desktop computer. Keeping one of my CPU cores at 100% all the time and causing the fan to spin isn't something I love in a casual game. Then I grab a mobile device and there are so many competing native games that have no browser quirks.
The problem is that there's so much tech, it's hard for devs to dig deep enough to learn to use it properly. Things like giving away unused CPU time back to the system until the next render frame is very, very rare. Maybe something like asm.js could fix this, I'm not sure.
You can totally make desktop and mobile games with JavaScript. It's literally the language that can be wrapped and run anywhere.
Back in the day I believe Kingdom of Loathing did ok through donations. I'm interested in hearing others' comments
It still seems to do pretty well to this day.
Erepublik is still going, so it has to be generating some profit.
There are various .io games. It started with games like agar.io and became really popular. Check out /r/IoGames/ for the whole ecosystem.
Also, Gameforge has a bunch of games that have been online for years:
Does this new policy of taxing per install affect webGL games made with Unity, shared on browser games websites? Playing these kinds of games on browsers doesn't count as installing right?
unity still initializes in webgl, so thats -0.2$ for you.
every single time.
Every single time someone opens the game?
I'm wondering what I could expect to pay (ball park) for a 100% browser based game (no extensions required). Play on mobile for Android and IPhone.
Game would be super simple like the old MySpace flash games. No multiple levels or anything.
Ball park cost for a 3d game?
About the same as a car costs
I work for a consultancy. We charge anywhere from $50-$100 per hour for a software developer. You could probably find a solo freelancer for a bit less. A good dev will nail you down on requirements before giving you a reasonable estimate and then you'll need to sign a contract. This is best for both parties. I see a couple red flags in your statement. You say it's a browser only game but then mention Android and IPhone. You say that it's a simple, "MySpace flash" game, but then mention that's it's 3D. You could benefit yourself by really solidifying your requirements. A good dev can help you with that, though you'll probably have to pay them for that time, as well. Also, the complexity of your game means less than you think. Remember, you aren't buying a game, you're buying a software developer. If a $50/hr dev takes 100 hours to do the job, but an $80/hr dev can do it in half the time, you just saved yourself $1000 going with the $80/hr (I'm not saying it will take 50-100 hrs to build your game. I have no idea as I don't know the requirements).
I can't say this enough, always always always have a contract. Never sign a contract that you don't understand completely. Never agree to "time and materials" unless you understand what that means in terms of the contract, or you have money to burn.
Consider creating an LLC and signing the contract as the business. If shit hits the fan, you don't want someone going after your house and your kid's college fund.
How to monetize a browser game?
Key Considerations for Monetizing a Browser Game
In-Game Purchases:
Advertisements:
Subscription Model:
Sponsorships and Partnerships:
Crowdfunding:
Merchandising:
Recommendation: Start with a combination of in-game purchases and advertisements, as these methods are often the most straightforward and can be implemented relatively quickly. Focus on creating a compelling game experience that encourages players to spend money without feeling pressured. Always listen to player feedback to refine your monetization strategies and ensure they align with your audience's preferences.
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