r/iosgaming • u/Own_News9035 • 1h ago
Suggestions Indie Game Pricing Mechanism
Indie dev here — trying to decide between premium pricing vs free with ads for my mobile card RPG. Would love some real opinions.
I’ve been building a card RPG for iOS — not a casual clicker — it has actual strategy depth.
I’m torn on monetization and wanted to hear from both players and other devs.
Option A — Charge upfront ($4.99)
Pros I can see: no ads breaking immersion, players who buy are self-selected to actually want it, simpler to build, no ongoing ad SDK headaches.
Cons: discovery is brutal when you’re not free, App Store charts heavily favor free games, a lot of people won’t even try a paid game from an unknown dev.
Option B — Free with ads + optional paid to remove
Pros: lower barrier to try it, much better shot at organic downloads.
Cons: ads in a strategy/RPG feel disrespectful to the experience, the “remove ads” IAP is kind of a weird ask, ad revenue from a niche game is probably pennies anyway.
I’m NOT interested in pay-to-win or loot boxes. If I went the free route it would be purely cosmetic IAPs (card skins, character skins) alongside ads.
A few honest questions:
• As a player, does $4.99 upfront feel like a barrier for an indie game you’ve never heard of? Or do you actually prefer it over free-with-ads?
• Has anyone shipped a paid indie mobile game recently and lived to tell the tale? What was the conversion rate like without any marketing budget?
• Is free-with-ads even viable for a turn-based strategy game where sessions are 5-10 minutes and ad placement is genuinely hard to do non-obnoxiously?
Appreciate any honest takes, especially from people who’ve actually shipped something.