Mobile game monetization: ads, in-app purchases or both?

Lycrosys team, 1 November 2026, 2 min read

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Monetization should be part of a game's design from the beginning. Added at the end, it often feels intrusive and pushes players away.

Rewarded ads

Players choose to watch an ad in exchange for something useful, such as an extra life or a bonus. Because the player opts in, rewarded ads tend to feel fair. They suit casual games and work well alongside other models.

Interstitial ads

These full-screen ads appear between levels or sessions. They can bring in revenue from players who never pay, but too many will hurt your reviews and retention. Show them at natural breaks and limit how often they appear.

In-app purchases

Purchases work best when players have a reason to invest over time, as in strategy, puzzle-progression and role-playing games. Popular options include removing ads, cosmetic items and premium currency. Avoid designs that make a player feel forced to pay in order to keep playing.

Which should you choose?

  • Hyper-casual games: mostly ads
  • Casual puzzle and arcade games: rewarded ads with some purchases
  • Deeper, long-term games: mainly purchases, with optional rewarded ads

Test instead of guessing

Set up analytics before launch, then track retention, revenue per user and where players quit. Change one thing at a time and compare the results. A placement that earns more today can still lose money if it drives players away next week.

Retention comes first: a game that people return to gives you more chances to earn. Our game development team can build monetization into your game from the first prototype.

Tell us what you want to build

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