Grow your server
Pricing and store tips
What to sell, how to price it, and how to use Analyse data to spot the packages your players actually want.
Your store is a product. You should be testing it, optimizing it, and reading its data the same way you do your gameplay.
These tips are concrete, measured on real servers, and built on what the Analyse Revenue page can actually show you.
The price of your first rank
The first purchase is the hardest one. Lowering the barrier is almost always worth it.
- Sweet spot: $2.99 to $4.99 for a meaningful first rank
- Danger zone: $9.99 or above for an entry rank often loses more players than it earns
- Free bundle as alternative: a $0 "Starter" bundle that costs them nothing can warm people up to the checkout flow
Watch the first-purchase rate on Revenue before and after changing this. It's usually the single biggest store lever.
The rank ladder
Don't sell one huge rank. Sell a ladder.
| Tier | Suggested price | Role |
|---|---|---|
| Entry | $3 to $5 | Gets them past "first purchase" |
| Mid | $10 to $20 | The real margin rank. Most revenue lives here. |
| High | $30 to $60 | For fans. Cosmetics and small bragging rights. |
| Whale | $100+ | Less than 1% of players. Still pays for itself. |
Each rank should be clearly better than the one below, but not strictly required. Stay out of pay-to-win.
Package naming
Every time you rename a pay-to-win package to something thematic, your conversion goes up. It stops feeling like you're selling power and starts feeling like a club.
- Bad: "Premium Tier 2", "God Rank", "OP Sword Pack"
- Good: "Pioneer", "Navigator", "Mythic Loadout"
Timed offers
Scarcity converts. Use it without being scummy.
- Weekly sale: one rank 20% off from Friday to Sunday. Rotate weekly.
- Anniversary cosmetics: items that only exist in one month per year. Sell them hard that month, never again.
- Live event bundles: a boss spawn or mini-event tied to a limited cosmetic.
Don't fake urgency
Players see through permanent "50% off" banners. One or two honest time-limited deals per month perform better than constant discounting.
Currency packages
If you run an in-game currency, sell coin packs alongside ranks.
- Price coins with non-round amounts (e.g. 550 coins for $5, not 500 for $5). Feels like a bonus.
- Make bigger packs escalate the bonus (500 for $5, 1200 for $10, 3000 for $20).
- Never sell coins that "expire". It destroys trust.
Post-purchase follow up
Most servers never message a buyer again. Don't be that server.
- Instant thanks: in-game chat message + cosmetic firework
- Day 7 bonus: a small bonus tied to their rank (a claim-it-once cosmetic)
- Day 30 bonus: a heartfelt "thanks for sticking around" message + one tier of experience on a new cosmetic
These are tiny, but they turn one-time buyers into repeat buyers.
Reading the data
Check these monthly in Revenue:
- Top 5 packages by net revenue (not gross)
- First-purchase time (median join-to-buy) per Campaign
- Refund rate per package (over 3% means fix something)
- LTV per Campaign and per country
Kill the bottom 20% of packages. Stop selling things nobody buys. Simpler store, higher conversion.
Related
- Revenue for every number this page talks about
- Creator codes for discount-driven deals
- Conversion optimization for upstream wins