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Monetization Philosophy

Current model (2026): CONTRABAND ships as a paid Steam PC release (App ID 4901100). The playable browser build is gone. This site no longer sells epilogues, cosmetics, or soundtrack downloads — wishlist and purchase happen on Steam.

This page documents how monetization thinking evolved: first a free web prototype with optional paid epilogues, then a single Steam storefront for the full game, soundtrack, and 140 achievements.

Today: one Steam product

Players discover the game on Steam, not through a browser tab with scattered checkout links. That keeps pricing honest, refunds predictable, and the marketing site focused on lore, wiki, and press material instead of acting as a store.

Design principles (still in force)

These rules applied to the browser era and still guide the Steam release:

Browser-era model (archived)

The sections below describe the retired web prototype (circa 2024–2025). They are kept as design history, not current purchase instructions.

What we tried instead of Steam first

We landed on free base game + optional paid epilogues ($4.99 each) and occasional $2.99 cosmetics — all verified server-side via Stripe + Firebase (see Stripe & Firebase Integration).

Why the base game was free on the web

Browser games live in an attention market. A payment wall in the first 30 seconds kills conversion entirely. Letting players reach all four endings for free built trust; epilogues were additive expansions after narrative closure, not withheld endings.

Why epilogues (web only)

Each epilogue added 2–3 hours after an ending — strictly additive, rational purchase timing, no FOMO. Sacred, Multiverse, Another Life, and Burn each got a deeper post-credits lane. That SKU structure made sense on the web; Steam later folded the experience into one product line.

Web-era metrics (historical)

Roughly 4% of players who finished the free web run bought at least one epilogue — high for F2P, but lower revenue per payer than aggressive mobile gacha. Average paying user was about $8–12 (bundle + cosmetic). Smaller but healthier than predatory models.

Why we moved to Steam

Three practical reasons: (1) players expect a PC narrative RPG on a trusted storefront, not a tab + Stripe return URLs; (2) one price for game + soundtrack + achievements is simpler to explain than epilogue SKUs; (3) the public web build was retired, so continuing web-only monetization would mislead visitors. Steam became the canonical product surface.