Monetization
Monetization is explicitly not yet decided. This page surveys the candidate models, what each implies for design, and the constraints we already know we want to honor. The actual decision lands at M18 / M19 on the roadmap.
Constraints We Already Know
- No pay-to-win. Competitive integrity is the spine of the game's value proposition. Anything that affects match outcome must be earnable through play, not bought.
- Cosmetics-friendly architecture from day one. Even if we launch as premium-paid, we're building structural support for skins, banners, VFX variants — so we can add a store post-launch without a refactor.
- No mid-match microtransactions. No "press X to spend $1 to instant-respawn your hero." Match state is sacred.
- Respect the audience. Strategy players are notably sensitive to dishonest monetization. Whatever we ship, it has to feel optional, not coercive.
Candidate Models
Model A — Premium Paid + Cosmetic DLC
Buy the box once. All gameplay content is included. Cosmetic store opens post-launch with skins, banners, VFX recolors, voice packs.
| Pros | Cons |
|---|---|
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Best for: indie launches that want to build trust first and add monetization layers later.
Model B — Free-to-Play + Cosmetic-Only Store
Game is free to download. All gameplay content is unlocked through play. Revenue from cosmetics only — leader skins, unit kits, banners, animated emotes, lobby flair.
| Pros | Cons |
|---|---|
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Best for: games that need a large player base for matchmaking to work, and have the studio capacity to run a live service.
Model C — Hybrid: Premium with Free Trial Window
Premium paid box, but with a free trial mode — a few featured leader/army combos rotate weekly and are playable for free. Players who like the game buy the box; players who don't, churn out without spending.
| Pros | Cons |
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Best for: a strategy game with multiplayer matchmaking where pool size and word-of-mouth both matter.
Cosmetic Surface Areas
If we open a cosmetic store under any model, these are the surfaces we'd sell on:
| Surface | What it sells | Production cost |
|---|---|---|
| Leader skins | Alt outfits, weapons, ability VFX recolors | High — full character art |
| Army unit kits | Visual variants of every unit in an army | High — many small assets |
| Tile / banner sets | The visual identity of your owned tiles on the board | Medium |
| Path FX | How your paths animate and pulse | Low–medium |
| Lobby flair | Profile borders, animated portraits, win celebration screens | Low |
| Sound packs | Leader voice, claim/upgrade SFX themes | Medium |
Battle Pass Considerations
A seasonal battle pass is a common F2P revenue tool. If we ship one, the hard rule is the same: cosmetics only. No leader unlocks gated behind the pass. No XP boosts that affect matchmaking eligibility.
Considerations against shipping a battle pass:
- It signals "live service game" loudly. The strategy-game audience can read this as a red flag.
- Requires a content cadence we may not be staffed to sustain.
- Adds a season-end FOMO loop that doesn't match the slow-burn strategy genre.
Lean: probably not at launch.
Founder / Early Access Pack
A Founders Pack at launch — a one-time purchase that grants:
- The base game.
- A unique founder cosmetic set (banner, lobby flair, exclusive leader skin variant).
- Early access to playtests and the post-MVP closed beta.
- Listing in a Founders ledger (lobby flair only — no in-match advantage).
This works under any of the three models above. It's a clean way to pull early-adopter revenue forward without committing to a full DLC pipeline.
Esports & Prize Pools
Out of scope for launch. If a competitive scene grows organically, a percentage of cosmetic sales could feed prize pools (Crowdfunded International style). This is a speculative future, not a plan.
Decision Process
- Now → M18: build the game. Architect for cosmetics. Don't decide the model.
- M18 (leaderboards / match history): we have real telemetry on retention, session length, and player count. Decide here whether the model is premium, F2P, or hybrid.
- M19: if F2P or hybrid, define the cosmetic store's launch inventory and the per-player progression that doesn't affect matches.
- M24: final pricing pass before ship.