saido

We build web games and other software for the internet

Idle Realms / Monetisation Strategy

Monetisation in online games is rarely simple. Every model comes with trade-offs, and terms such as "pay-to-win" are often applied so broadly that they can obscure more than they clarify.

For Idle Realms, our objective is straightforward: create a monetisation model that keeps Idle Realms financially sustainable without making spending a requirement for meaningful participation or progression.

Idle Realms uses two primary forms of monetisation: membership and tokens.

Membership is optional and provides relatively modest benefits. It does not gate-keep exclusive areas, essential systems, or otherwise inaccessible content. Membership should be useful enough to justify its price without creating a major divide between paying and non-paying players.

Tokens are similarly limited in purpose. They are used for cosmetic items and additional capacity, such as extra inventory space or stash slots. These purchases are designed around convenience and personalisation rather than direct power.


TL;DR

For Idle Realms, our guiding principle is that time and participation should remain more important than money. Spending should never replace the need to actually play the game.


We've found that the most debated part of our model is the ability for players to purchase membership items and sell them to other players for in-game currency. In practical terms, this means someone can spend real money and receive gold through the player market.

We understand why that raises concerns: gold has value, and a player with both money and time may be able to progress more efficiently than someone with the same amount of time but no willingness or ability to spend. That is a genuine consideration, and we do not dismiss it.

However, gold alone does not determine progression in Idle Realms. Core advancement remains tied to activity, timing, repeated actions, and continued engagement. A wealthy account that is rarely played should not be able to outperform an actively managed account simply because money was spent.

If that ever changes, then the economy would need to change with it. Our position is not that every imbalance is acceptable. It is that paid spending should never become the dominant route to progression.

The tradable membership system also provides an important benefit: it allows players to obtain membership without spending real money.

With the current model of optional membership, limited token purchases, and a player market that allows memberships to circulate between paying and non-paying players. We've found that this is the ideal balance for us to keep the content flowing and the servers alive.

If we were to remove the ability to trade memberships, this would solve one problem while creating another: players who cannot or do not want to spend real money would lose access to membership benefits entirely.

Our Commitment to You

The standard we intend to follow is simple: spending may offer convenience, flexibility, or limited efficiency, but it should never replace meaningful participation or make payment the primary route to success.

That is the balance we are aiming to preserve in Idle Realms.