Harpagia · B2C · idle RPG game
Make the game free and sell optional extras that speed up progress
~6% of downloads pay (games typically 2-5%); over $3 per active user a year
Workedpricingpaywall
What they did
Harpagia is free on iOS and Android. Revenue comes from optional in-app purchases (~$2-$10) that unlock premium features or speed up progression in an idle RPG where players make progress while away and return to collect rewards.
What happened
~6% download-to-payer conversion vs 2-5% typical; >$3 revenue per active user per year; ~$13K/month average
“Harpagia is a free-to-play mobile game on iOS and Android. The game generates revenue through optional in-app purchases that unlock premium features or speed up progression.”
“with roughly a 6% conversion rate, which I would consider pretty decent considering the typical conversion rate for games is anywhere from 2 to 5%.”
Related topics
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More from this episode
- Harpagia: Post screenshots of your rough game on Reddit and stress it's free to playRevenue jumped from ~$1K to ~$10K a month almost overnight, despite harsh comments
- Harpagia: Share big game updates on Reddit every few months, within subreddit promo rulesEach post brought a jump in new players; revenue rose from $10K to a ~$18K/month peak
- Harpagia: Price in-game purchases between $4.99 and $9.99Players buy readily in that band; above $9.99 converts worse. No test numbers given
- Harpagia: Launch after 6 months no matter what, and let real players shape the gameFirst $10 sale within days; ~$150 in month one, ~$1,500 total by month two
- Big 2 Wild: Build a tiny practice app in 6 weeks to learn launching before the real oneTaught AI-assisted building and app store approval; lessons fed the main game
- Harpagia: Focus on keeping players coming back before worrying about making moneyFounder credits it; no separate numbers