pricing-and-monetisation
Pricing and monetisation for a solo maker of software and games - pricing models (one-time, subscription, usage-based, freemium, ads, in-app purchase, premium games), cost-plus floor from real unit costs including LLM and API costs, value-based ceiling, price experiments with little traffic, tiers (maximum three), refunds and trials, game monetisation ethics and dark-pattern anti-patterns, pricing page as structured data, regional pricing, and recording price decisions with assumptions. Load when setting or changing a price, choosing a business model, designing tiers or trials, adding in-app purchases or ads, or reviewing monetisation for manipulative patterns.
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