ios-personmd-notifications md-help-circle

Profile

  • Guest
    medal 0
  • Posts: 21
  • Post Likes: 3765

Notifications

  • No Unread Notifications

Suggested
Additional Revenue Stream Prop

angle-double-left ios-arrow-back 1 ios-arrow-forward angle-double-right
medal 5292
3 days ago Translate
Hello iGP Manager Dev Team,

As a long-time player, I wanted to suggest a straightforward way to add a new revenue stream without changing core gameplay or affecting VIP subscribers.

(Top games monetize this way) Candy Crush, Clash of Clans, Genshin Impact, Football Manager Mobile, Motorsport Manager, etc 

Proposal: Implement interstitial ads exclusively for non-VIP (free) users


Brief interstitial (5-10 seconds, skippable) shown on page loads/transitions for non-paying players only.

VIP subscribers remain 100% ad-free – this strengthens the value of the existing VIP subscription (multi-league, etc.) and encourages more upgrades.
No ads for paying users = clear incentive to subscribe.

Revenue potential (conservative estimates based on current scale):

10,000+ active users globally, averaging 5-6 pageviews per day → ~55,000 daily pageviews.
Target ads on ~50-70% of loads for free users → 25,000–40,000 daily impressions.

Global traffic mix (strong UK/EU/US) → realistic average CPM of $6–10 from premium networks (e.g., Google AdMob, PropellerAds, Unity Ads for browser games).
Daily revenue: $150–400.
Monthly: $4,500–12,000.
Annual: $54,000–144,000 (extra, on top of current VIP/in-app purchases).

This is incremental revenue that could directly fund development while keeping the game free-to-play attractive. Many browser/mobile manager games use this model successfully with ad-free VIP tiers.


Thanks for considering – love the game and want to see it keep growing!

Best,
HCR 07E
md-quotelink
medal 5253
3 days ago
HCR
Hello iGP Manager Dev Team,

As a long-time player, I wanted to suggest a straightforward way to add a new revenue stream without changing core gameplay or affecting VIP subscribers.

(Top games monetize this way) Candy Crush, Clash of Clans, Genshin Impact, Football Manager Mobile, Motorsport Manager, etc 

Proposal: Implement interstitial ads exclusively for non-VIP (free) users


Brief interstitial (5-10 seconds, skippable) shown on page loads/transitions for non-paying players only.

VIP subscribers remain 100% ad-free – this strengthens the value of the existing VIP subscription (multi-league, etc.) and encourages more upgrades.
No ads for paying users = clear incentive to subscribe.

Revenue potential (conservative estimates based on current scale):

10,000+ active users globally, averaging 5-6 pageviews per day → ~55,000 daily pageviews.
Target ads on ~50-70% of loads for free users → 25,000–40,000 daily impressions.

Global traffic mix (strong UK/EU/US) → realistic average CPM of $6–10 from premium networks (e.g., Google AdMob, PropellerAds, Unity Ads for browser games).
Daily revenue: $150–400.
Monthly: $4,500–12,000.
Annual: $54,000–144,000 (extra, on top of current VIP/in-app purchases).

This is incremental revenue that could directly fund development while keeping the game free-to-play attractive. Many browser/mobile manager games use this model successfully with ad-free VIP tiers.


Thanks for considering – love the game and want to see it keep growing!

Best,
HCR 07E


While it has its merits, this is what bugs me in most games nowadays: the constant showing of adds puts me off. Not having it in igp is like a breath of fresh air. Just a personal opinion.

Having adds for engine points, parts or money, as it used to be: perfectly fine, it’s a choice and if you don’t want to see any, you can choose not to. But pls dont force them onto everyone 
md-quotelink
angle-double-left ios-arrow-back 1 ios-arrow-forward angle-double-right

You must be logged in to post a reply.