Game Monetization
Learning goal: Tell apart the money structures of premium, F2P and ad-supported games, know the key Steam and mobile numbers and Korean rules, and keep a solo developer's game scope under control.
Games are the highest-variance asset in a solo studio's portfolio: in document 02's terms, the aggressive end of the barbell. This document covers how to shrink that bet to a size you can calculate.
As of: 2026-09-29.
Key Concepts
| Model | Who pays | Key metrics | Fit for a solo developer |
|---|---|---|---|
| Premium (paid) | Each buyer, once | Wishlists, conversion, price | High: low operating load, a proven path on PC |
| F2P + IAP | A small share of spending users | Retention, ARPDAU, payer conversion | Low: content operations and user acquisition costs are large |
| Ad-supported (rewarded ads and others) | Advertisers | DAU, ad impressions, eCPM | Medium: assumes huge install volume |
| Hybrid | Ads + IAP | ARPDAU | Medium: complex to design |
- Wishlist: the list where a Steam user marks "interested". It is the audience for launch notifications.
- D1/D7/D30 retention: share of users who return on day 1, 7 and 30 after install.
- ARPDAU: revenue per daily active user per day = daily revenue ÷ DAU.
- Rewarded ads: ads a user chooses to watch in exchange for a reward. For ad rate math, see document 05.
Principles
How Money Works on Steam
| Item | Detail | Source |
|---|---|---|
| Revenue share | Per game lifetime revenue: Valve 30% up to $10M, 25% from $10M to $50M, 20% above $50M | Valve announcement, applies to revenue after 2018-10-01 |
| Steam Direct fee | $100 per app, non-refundable. Recouped in payment once adjusted gross revenue passes $1,000 | Steamworks documentation |
| Revenue distribution | Of about 41,000 games released over the prior three years, half grossed $500 or less | Game World Observer, reported 2023-10-06 |
The last row is how document 01's power law shows up in games. The median game does not earn a living.
Wishlists and Launch Visibility
- Per Steamworks documentation, users who wishlist a game get an email at launch and when it is discounted 20% or more. That is why wishlists on launch day underpin first-week sales.
- Chris Zukowski's (howtomarketagame.com) heuristics: about 7,000 wishlists gathered within a short period makes a "Popular Upcoming" appearance likely. First-week sales are roughly 15-25% of wishlists at launch, and games under 5,000 wishlists are quoted at a median of about 15%. These were confirmed through secondary sources, not the original page, so use them only as planning assumptions.
- Steam Next Fest: an event that shows pre-release demos for one week. Each game can join only once. The October 2026 edition was announced for October 19-26 (submission deadline September 28), and the February 2027 edition for February 22 to March 1 (registration deadline 2027-01-10).
- Regional pricing: Valve provides a tool that suggests per-currency prices relative to a USD base price, and the developer sets the final price.
flowchart LR
P[Store page goes live] --> W[Wishlists accumulate]
D[Demo and Next Fest] --> W
C[Content and community] --> W
W --> L[Launch notification email]
L --> S[First-week sales]
S --> A{Algorithm widens exposure}
A -->|strong response| T[More sales]
A -->|weak response| F[Tail revenue from discount events]
Mobile Game Numbers
- GameAnalytics' 2026 benchmarks (2025 data, 16,000+ mobile games with 1,000+ monthly active users) reported median D1 around 22%, D7 just under 4%, D30 around 0.7-0.8%, and top-quartile D1 just above 30% (per secondary summaries).
- Revenue = DAU × ARPDAU. DAU is built from new installs times retention, so low retention demands large daily install volume (usually paid ads).
- IAP revenue carries app store fees (document 06). Ad revenue follows ad network settlement (document 05).
Applied: The Example Studio
The example studio (assumption) has three game prototypes: GM1 roguelike puzzle (PC), GM2 hyper-casual (mobile), GM3 narrative adventure (PC).
If GM1 sells on Steam at $9.99 (all assumptions)
Assumed average net unit price after VAT, refunds, regional prices and discounts: $7
After Valve's 30% → 7 × 0.7 = $4.90 → KRW 6,860 at KRW 1,400
Launch wishlists 1,500 (the D90 double-down bar in 09 and 10) × first week 15% (heuristic) = 225 units
First-week revenue = 225 × 4.90 = $1,102.5 ≈ KRW 1.544 million (KRW 1,543,500)
To earn KRW 3.5 million in the first week: 3,500,000 ÷ 6,860 = 510.2 → 511 units
Wishlists needed = 511 ÷ 0.15 = 3,406.7 → about 3,407
1,500 is the double-down bar for starting Next Fest preparation, not a launch target. Launching straight at 1,500 would bring first-week revenue of only about 44% of one month's burn (1.544 ÷ 3.5). So GM1's plan is to gather about 3,400 or more wishlists through Next Fest and launch after that.
If GM2 runs ad-supported (all assumptions)
Target DAU 2,000 × ARPDAU $0.04 = $80 a day
30 days = $2,400 ≈ KRW 3.36 million (gross, before ad network settlement)
Assume 3 active days per install on average → holding DAU 2,000 needs about 667 installs a day, 20,000 a month
Without a channel that brings 20,000 installs a month without ads, GM2 does not work on paper. GM1 has wishlists as a pre-launch leading indicator, so the bet size can be adjusted.
Bad example:
GM3, now with an open-world editor and multiplayer, has been in production for two years. It still has no store page.
Good example:
Built a 20-minute demo containing only GM1's core loop first, opened the store page, watched the pace of wishlist growth, then set the production scope.
Scope Control for a Solo Developer
- One core loop: if the fun does not repeat within 30 seconds, more content will not revive it.
- Vertical slice: finish one short stretch at final quality first and use it for store assets (trailer, screenshots).
- Fixed time, variable scope: apply document 08's appetite to games too. Fix the date and cut features.
- Avoid live-ops models: F2P live operations demand daily events and balancing. For one person, premium is the default.
Going Deeper
Duties When Selling Games in Korea (checked 2026-09-29)
| Duty | Detail | What it means for a solo developer |
|---|---|---|
| Age rating | A game must be rated before distribution (Game Industry Promotion Act Article 21). Platforms designated as self-rating operators, such as Google and Apple, handle it through a store questionnaire | On mobile stores this often ends with the questionnaire |
| Steam and other non-designated platforms | As of 2026-09, no announcement of Valve's designation as a self-rating operator could be confirmed (latest report 2024-07, designation under consideration) | PC games rated All, 12+ or 15+ apply to the Game Contents Rating Board (GCRB), adults-only to the Game Rating and Administration Committee (GRAC). Fee = base amount per platform (PC KRW 360,000) × usage factor (networked 1.5, non-networked 1.0) × genre factor (group 1: 4.0, group 2: 2.0, group 3: 1.0) × localization factor (Korean 1.0, not Korean 1.5). Example: a Korean-language, non-networked group-3 PC game KRW 360,000; a Korean-language, networked group-1 game KRW 2,160,000. A game production business registration certificate is required |
| Loot box probability disclosure | From 2024-03-22, a duty to display item types and probabilities (Enforcement Decree amendment) | If you add gacha or random boxes, show the odds in the game and on the website |
| Damages for disclosure violations | In force from 2025-08-01: up to three times the damages for intentional violations, and the company must prove it was not at fault | Loot boxes carry large legal risk for one person |
- The legal basics and procedure are in the Business track's "Terms · Privacy · E-Commerce", under game ratings.
- For VAT and foreign withholding on game revenue, see the Business track's tax documents.
Common Misconceptions
- "A good game sells itself." On Steam, exposure is decided by wishlists and early response. Starting marketing on launch day is too late.
- "F2P earns more." That is the story of a small top slice. F2P works only with retention, content operations and a user acquisition budget all in place.
- "Wishlist conversion is a fixed number." It swings widely with genre, price and trailer. Use heuristics only as ranges.
- "You can join Next Fest again any time." It is once per game. Use it after the demo is ready.
Self-Check Questions
- GM2 (hyper-casual, mobile) must run as premium, F2P or ad-supported. For each model, write one key metric to track in the first month and the operating load the model demands, then pick the one that fits a solo studio with 160 hours a month.
- With a net unit price of $4.90 and 15% first-week conversion, how many wishlists does KRW 5 million in first-week revenue need? (KRW 1,400 per dollar)
- What does a mobile game with 22% D1 need to hold its DAU?
- Which rating path must a Korean solo developer releasing a PC game on Steam take?
- You decide to add random boxes to GM2. What must be ready in the game and on the website before launch, and what damages risk does a solo developer carry if the displayed odds are wrong?
References
- Variety - Valve Introduces New Revenue Split Changes For Steam Sales (2018) (accessed 2026-09-29)
- Steamworks - Steam Direct Fee (accessed 2026-09-29)
- Steamworks - Wishlists (accessed 2026-09-29)
- Steamworks - Discounting (accessed 2026-09-29)
- Steamworks - Steam Next Fest: October 2026 (accessed 2026-09-29)
- Steamworks - Steam Next Fest: February 2027 (accessed 2026-09-29)
- Steamworks - Pricing (accessed 2026-09-29)
- How To Market A Game - Benchmarks (accessed 2026-09-29)
- presskit.gg - How to Get More Steam Wishlists Before Launch (accessed 2026-09-29)
- Game World Observer - 41k games released on Steam over past 3 years (2023-10-06) (accessed 2026-09-29)
- GameAnalytics - 2026 Mobile & PC Gaming Benchmarks (2025 data, accessed 2026-09-29)
- Korea Policy Briefing - Loot box information disclosed from March 22 (in Korean) (accessed 2026-09-29)
- Law Times - Litigation special rules for loot box disclosure violations take effect (in Korean) (accessed 2026-09-29)
- Asia Economy - Steam considers self-rating operator status in Korea (2024-07-03, in Korean) (accessed 2026-09-29)
- Game Contents Rating Board - Fee guide (in Korean) (accessed 2026-09-29)