MCPInstall

monetization-systems

Game monetization strategies, in-app purchases, battle passes, ads integration, and player retention mechanics. Ethical monetization that respects players.

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Install

Works with every agent the skills CLI supports.

npx skills add https://github.com/pluginagentmarketplace/custom-plugin-game-developer --skill monetization-systems
  1. 01

    Install

    Run the command in your project. The CLI asks which agents to install for.

  2. 02

    Describe the task

    Ask your agent for something this skill covers. It loads monetization-systems automatically when relevant.

  3. 03

    Review the result

    The agent follows the SKILL.md steps, scripts and references bundled with the skill.

SKILL.md

The instructions your agent reads when the skill is triggered.

Monetization Systems

Monetization Models

CHOOSING YOUR MODEL:
┌─────────────────────────────────────────────────────────────┐
│  GAME TYPE                    → RECOMMENDED MODEL           │
├─────────────────────────────────────────────────────────────┤
│  Story-driven / Single play   → PREMIUM ($10-60)           │
│  Competitive multiplayer      → F2P + Battle Pass          │
│  Mobile casual                → F2P + Ads + Light IAP      │
│  MMO / Live service           → Subscription + Cosmetics   │
│  Indie narrative              → Premium + Optional tip jar │
└─────────────────────────────────────────────────────────────┘

ETHICAL PRINCIPLES:
┌─────────────────────────────────────────────────────────────┐
│  ✅ DO:                        ❌ DON'T:                    │
│  • Cosmetics only              • Pay-to-win                 │
│  • Clear pricing               • Hidden costs               │
│  • Earnable alternatives       • Predatory targeting        │
│  • Transparent odds            • Gambling mechanics         │
│  • Respect time/money          • Exploit psychology         │
│  • Value for purchase          • Bait and switch            │
└─────────────────────────────────────────────────────────────┘

IAP Implementation

// ✅ Production-Ready: Unity IAP Manager
public class IAPManager : MonoBehaviour, IStoreListener
{
    public static IAPManager Instance { get; private set; }

    private IStoreController _storeController;
    private IExtensionProvider _extensionProvider;

    // Product IDs (match store configuration)
    public const string PRODUCT_STARTER_PACK = "com.game.starterpack";
    public const string PRODUCT_GEMS_100 = "com.game.gems100";
    public const string PRODUCT_BATTLE_PASS = "com.game.battlepass";
    public const string PRODUCT_VIP_SUB = "com.game.vip_monthly";

    public event Action<string> OnPurchaseComplete;
    public event Action<string, string> OnPurchaseFailed;

    private void Awake()
    {
        if (Instance != null) { Destroy(gameObject); return; }
        Instance = this;
        DontDestroyOnLoad(gameObject);

        InitializePurchasing();
    }

    private void InitializePurchasing()
    {
        var builder = ConfigurationBuilder.Instance(StandardPurchasingModule.Instance());

        // Consumables
        builder.AddProduct(PRODUCT_GEMS_100, ProductType.Consumable);

        // Non-consumables
        builder.AddProduct(PRODUCT_STARTER_PACK, ProductType.NonConsumable);

        // Subscriptions
        builder.AddProduct(PRODUCT_VIP_SUB, ProductType.Subscription);
        builder.AddProduct(PRODUCT_BATTLE_PASS, ProductType.Subscription);

        UnityPurchasing.Initialize(this, builder);
    }

    public void BuyProduct(string productId)
    {
        if (_storeController == null)
        {
            OnPurchaseFailed?.Invoke(productId, "Store not initialized");
            return;
        }

        var product = _storeController.products.WithID(productId);
        if (product != null && product.availableToPurchase)
        {
            _storeController.InitiatePurchase(product);
        }
        else
        {
            OnPurchaseFailed?.Invoke(productId, "Product not available");
        }
    }

    public PurchaseProcessingResult ProcessPurchase(PurchaseEventArgs args)
    {
        var productId = args.purchasedProduct.definition.id;

        // Validate receipt (server-side recommended for security)
        if (ValidateReceipt(args.purchasedProduct.receipt))
        {
            // Grant the purchase
            GrantPurchase(productId);
            OnPurchaseComplete?.Invoke(productId);
        }

        return PurchaseProcessingResult.Complete;
    }

    private void GrantPurchase(string productId)
    {
        switch (productId)
        {
            case PRODUCT_GEMS_100:
                PlayerInventory.AddGems(100);
                break;
            case PRODUCT_STARTER_PACK:
                PlayerInventory.UnlockStarterPack();
                break;
            case PRODUCT_BATTLE_PASS:
                BattlePassManager.Activate();
                break;
        }
    }

    // IStoreListener implementation...
    public void OnInitialized(IStoreController controller, IExtensionProvider extensions)
    {
        _storeController = controller;
        _extensionProvider = extensions;
    }

    public void OnInitializeFailed(InitializationFailureReason error) { }
    public void OnPurchaseFailed(Product product, PurchaseFailureReason reason) { }
}

Battle Pass Design

BATTLE PASS STRUCTURE:
┌─────────────────────────────────────────────────────────────┐
│  SEASON LENGTH: 8-12 weeks                                   │
│  TIERS: 100 levels                                           │
│  XP PER TIER: 1000 (increases gradually)                    │
├─────────────────────────────────────────────────────────────┤
│  FREE TRACK:                                                 │
│  • Common rewards every 5 levels                            │
│  • 1-2 rare items mid-season                                │
│  • Currency to buy next pass (partial)                      │
├─────────────────────────────────────────────────────────────┤
│  PREMIUM TRACK ($10):                                        │
│  • Exclusive skin at level 1 (instant value)                │
│  • Premium rewards every level                              │
│  • Legendary items at 25, 50, 75, 100                       │
│  • Enough currency to buy next pass (with effort)           │
├─────────────────────────────────────────────────────────────┤
│  XP SOURCES:                                                 │
│  • Daily challenges: 500 XP                                 │
│  • Weekly challenges: 2000 XP each                          │
│  • Playtime: 50 XP per match                                │
│  • Special events: Bonus XP weekends                        │
└─────────────────────────────────────────────────────────────┘

Economy Design

DUAL CURRENCY SYSTEM:
┌─────────────────────────────────────────────────────────────┐
│  SOFT CURRENCY (Gold/Coins):                                 │
│  • Earned through gameplay                                  │
│  • Used for: Upgrades, basic items, consumables             │
│  • Sink: Level-gated purchases, repair costs               │
├─────────────────────────────────────────────────────────────┤
│  HARD CURRENCY (Gems/Diamonds):                              │
│  • Purchased with real money                                │
│  • Small amounts earnable in-game                           │
│  • Used for: Premium cosmetics, time skips                  │
│  • NEVER required for core gameplay                         │
└─────────────────────────────────────────────────────────────┘

PRICING PSYCHOLOGY:
┌─────────────────────────────────────────────────────────────┐
│  $0.99  - Impulse buy, low barrier                          │
│  $4.99  - Starter pack sweet spot                           │
│  $9.99  - Battle pass standard                              │
│  $19.99 - High-value bundles                                │
│  $49.99 - Whale offering (best value/gem)                   │
│  $99.99 - Maximum purchase (regulations)                    │
└─────────────────────────────────────────────────────────────┘

Key Metrics

MONETIZATION KPIS:
┌─────────────────────────────────────────────────────────────┐
│  CONVERSION RATE: 2-5% (F2P)                                 │
│  ARPU: $0.05-0.50/DAU (casual mobile)                       │
│  ARPPU: $5-50/paying user                                   │
│  LTV: Should exceed CPI by 1.5x+                            │
├─────────────────────────────────────────────────────────────┤
│  HEALTHY INDICATORS:                                         │
│  ✓ D1 retention > 40%                                       │
│  ✓ D7 retention > 20%                                       │
│  ✓ Conversion > 2%                                          │
│  ✓ LTV/CPI > 1.5                                            │
│  ✓ Refund rate < 5%                                         │
└─────────────────────────────────────────────────────────────┘

🔧 Troubleshooting

┌─────────────────────────────────────────────────────────────┐
│ PROBLEM: Low conversion rate (< 1%)                         │
├─────────────────────────────────────────────────────────────┤
│ ROOT CAUSES:                                                 │
│ • IAP offers too expensive                                  │
│ • Poor first purchase experience                            │
│ • No perceived value                                        │
│ • Wrong timing                                              │
├─────────────────────────────────────────────────────────────┤
│ SOLUTIONS:                                                   │
│ → Add high-value starter pack                               │
│ → Show IAP after engagement hook                            │
│ → A/B test price points                                     │
│ → Improve soft currency scarcity                            │
└─────────────────────────────────────────────────────────────┘

┌─────────────────────────────────────────────────────────────┐
│ PROBLEM: High refund rate (> 10%)                           │
├─────────────────────────────────────────────────────────────┤
│ ROOT CAUSES:                                                 │
│ • Unclear what purchase provides                            │
│ • Buyers remorse (poor value)                               │
│ • Accidental purchases                                      │
│ • Technical issues                                          │
├─────────────────────────────────────────────────────────────┤
│ SOLUTIONS:                                                   │
│ → Add purchase confirmation                                 │
│ → Show exactly what user receives                           │
│ → Improve purchase value                                    │
│ → Fix any delivery bugs                                     │
└─────────────────────────────────────────────────────────────┘

┌─────────────────────────────────────────────────────────────┐
│ PROBLEM: Economy inflation                                  │
├─────────────────────────────────────────────────────────────┤
│ SOLUTIONS:                                                   │
│ → Add more currency sinks                                   │
│ → Reduce faucets gradually                                  │
│ → Introduce prestige/reset systems                          │
│ → Create consumable high-end items                          │
└─────────────────────────────────────────────────────────────┘

Compliance

RegionRequirement
EULoot box odds disclosure
BelgiumNo loot boxes
ChinaOdds, spending limits
JapanKompu gacha banned
USCOPPA for under-13

Use this skill: When designing monetization, balancing economy, or implementing purchasing systems.

FAQ

What does the monetization-systems skill do?

Game monetization strategies, in-app purchases, battle passes, ads integration, and player retention mechanics. Ethical monetization that respects players.

How do I install monetization-systems?

Run npx skills add https://github.com/pluginagentmarketplace/custom-plugin-game-developer --skill monetization-systems in your project. The skills CLI detects the agents you use and copies the skill into the right folder. For Claude Code you can also place the skill folder at ~/.claude/skills/monetization-systems/ (personal) or .claude/skills/monetization-systems/ (project).

Which AI agents can use monetization-systems?

Any agent that supports the open Agent Skills format (a folder with a SKILL.md file), including Claude Code, Codex, Cursor, GitHub Copilot, Gemini CLI, Windsurf, Cline, OpenCode and more.

Is monetization-systems safe to install?

No partner security audit is available yet. Skills can run commands and scripts, so read the SKILL.md and any bundled files before installing.

Who maintains monetization-systems?

It is published by pluginagentmarketplace in pluginagentmarketplace/custom-plugin-game-developer. It has 94 recorded installs.

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