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Monetization Philosophy

CONTRABAND is free to play through all four endings. The optional paid content is four expanded epilogues ($4.99 each) and occasional cosmetics. This post explains why, and what alternatives I considered.

The options I considered

Before committing to the free + epilogue model, I seriously considered:

None felt right. The free + paid epilogue model was my fourth or fifth pass at this question.

Why free base game

Browser games compete in an attention market. A prospective player clicks your link, plays for 30 seconds, and decides whether to invest more time. If there's a payment wall in those 30 seconds, they leave. Always. I watched this happen in playtests with demo-locked prototypes. The conversion from free-to-paid is low but positive; the conversion from locked-to-paid is zero.

Making the base game fully free (all four endings reachable) removes the attention barrier. Players experience the complete narrative and form a relationship with the world. If they want more, the paid epilogues are there. If they don't, they've still received a complete game for free.

This is not the most profitable model. It's the model I believe aligns with how I want players to feel about the game. Profit second, relationship first.

Why epilogues specifically

The four paid epilogues extend each ending with 2-3 hours of additional content. Structurally, they are perfect for a paid expansion because:

Each epilogue has its own narrative focus: the Sacred Timeline epilogue follows the pilot's post-closure life; the Multiverse epilogue explores life with full multiplicity awareness; Another Life continues the stolen life; Burn explores complete erasure. They deepen the base endings rather than changing them.

Cosmetics

The game sells a small number of cosmetic items — ship hull paint variants, ASCII portrait color overrides, UI theme options. Each is $2.99. These exist because some players want to pay even when they don't need to, and cosmetics give them a way to do so without affecting gameplay.

I explicitly avoided selling anything that affects gameplay. No stat boosts, no faster progression, no exclusive crew members. Purely aesthetic. Purchasing a cosmetic makes your ship look different; it never makes you better at the game. This matters because gameplay purchases create a two-tier experience — paid players win, free players struggle. Cosmetic purchases create a different experience without a hierarchy.

The bundle

The four-epilogue bundle is $12.99 versus $19.96 for individual purchases. This is a 35% discount. The bundle exists because players who enjoy the base game enough to buy one epilogue often want all four. Bundling at a discount makes that easier to commit to.

I considered pricing the bundle at the individual-price-sum, making it a convenience purchase rather than a discount. Testing showed that a discounted bundle significantly increases total revenue — players who would have bought 1-2 epilogues buy all 4 if the bundle is cheaper than just buying 3 separately. The discount pays for itself.

What I won't do

The following are explicitly off the table for CONTRABAND:

Honest numbers

This model earns less per player than aggressive monetization would. My average revenue per paying user is approximately $8-12 (bundle + one cosmetic). A comparable mobile game with gacha could earn $50-500 per paying user.

But my conversion rate is significantly higher. Roughly 4% of players who finish the base game purchase at least one epilogue, vs the 1% industry average for F2P games. Players who pay feel good about paying. That means more lifetime engagement, more recommendations to friends, and more sustained revenue from a smaller player base.

The model is smaller but healthier. That's the trade I chose.