Scaling Monetization in a Horror Game

Smartest techniques in the business.

Service: Monetization

Punchline Highlights

  • 2.9× increase in ARPDAU (from $0.045 → $0.131) within 6 months

  • 63 % lift in IAP depth across global markets

  • 47 % increase in rewarded-ad views per user

  • ‑24 % drop in tutorial abandonment

1. About the Game 

A Horror Game designed for suspense-seeking players aged 16–35, combining puzzle-solving, stealth mechanics, and jumpscare-driven narratives. Built on Unity, the game featured episodic level releases and evolving AI antagonists, with immersive audio and low-light visuals tailored for mobile screens.

Key launch metrics (Month 0):

  • DAU: ~74 000 (49 % iOS / 51 % Android)

  • D1 retention: 34 %

  • D7 retention: 19 %

  • ARPDAU: $0.045

  • IAP conversion: 2.2 %

2. The Challenge (with Numbers)

Pain‑Point

Baseline Data

Impact

Tutorial bounce

21 % users exited before first chase scene

Weak monetization funnel and retention

Limited IAP engagement

88 % of payers bought a single jump-scare shield

Stagnant revenue with poor LTV prediction

Ad interruptions

Interstitials mid-cutscene = rage-quit spikes

Drop in retention and poor user reviews

Underperforming Tier-3 LTV

43 % installs, only 9 % revenue

Need for localized monetization triggers

3. Strategy / Solution

3.1 Gameplay Flow Optimization

  • Dynamic Fear Meter: Introduced intensity-based visual/audio effects and rewards based on stealth accuracy.

  • Episodic Unlock System: Star-based unlock gates after each episode encouraged replay and deeper session loops.

3.2 Monetization Layer

Layer

Implementation Detail

KPI Uplift

First-Time Bundle

$0.99 (jump-scare shield ×3, ad-free for 48 h, rare skin). Offered post Episode 1.

11.3 % CTR, 6.4 % CVR; 58 % buyers returned for Episode 2.

Fear Crates (Loot Boxes)

Themed boxes with hints, tools, and unlockables. Tiered by fear level.

AOV rose to $4.73 (from $2.91 baseline).

Survivor Pass

Monthly $3.99 sub (free revive/day, exclusive story scenes, XP boost).

3.6 % payer opt-in; 88 % monthly renewal.

Rewarded Ads

• “Second Chance Revive” (Unity Ads)

 

• “Decode Faster” boost (AdMob)

  

• “Unlock Diary Page” (Bigo)

Daily rewarded ads/user: 0.8 → 1.47 (+83 %).

 

Interstitial Logic

Only triggered post-cliffhanger or during rest screens. Capped to 2/session.

eCPM rose +27 %; rage-quits −52 %.

3.3 Regional & Thematic Adjustments

  • Localized Pass Pricing: Adjusted by country using Firebase Remote Config.

  • Adjoy-based UA Retargeting: Delivered jump-scare highlight videos to retarget mid-funnel users.

  • Themed Drops: Halloween & Friday the 13th events with regional superstitions boosted daily revenue in Tier-2 markets by 96 %.

4. Monetization Mix (Post-Optimization)

Revenue Source

Share

Networks / Tech

IAP (Crates & Revives)

42 %

Mintegral, Remote Config

Rewarded Video Ads

30 %

Unity Ads, AdMob, Bigo

Survivor Pass Subscription

21 %

Stripe / Google Play Billing

Interstitial Ads

7 %

Capped, post-event only, via AdMob Mediation

5. Results (6-Month Trend)

Metric

Month 0

Month 3

Month 6

Δ %

ARPDAU

$0.045

$0.091

$0.131

+191 %

IAP Conversion

2.2 %

3.8 %

5.3 %

+141 %

Rewarded Ads / User / Day

0.8

1.2

1.47

+83 %

D7 Retention

19 %

25 %

30 %

+58 %

Daily Revenue

$3.5 K

$6.7 K

$9.1 K

+160 %

(All figures net after store fees)

6. Conclusion

This horror game’s monetization scaled by focusing on moment-driven fear mechanics, immersive pacing, and contextual ad design. Strategic bundle timing, opt-in ads, and localized IAP tiers ensured high payer retention and positive review sentiment despite the niche genre. Steady growth across months validated horror as a viable revenue genre when paired with the right ad stack and player respect.

Let’s talk

Ready to experience hypergrowth?