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$675 — November Results on HypeHype

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November turned out to be almost the same as October. The screenshot shows the results for two months.

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Main reasons:

  • The platform is shifting focus from playtime payment to in-app purchases (IAPs). I’ve made several posts about IAPs. As a result, playtime income dropped. I had to quickly adapt to in-app monetization. I managed to replace the playtime payment decline with in-app revenue.
  • Only one new game reached significant monetization in November, although I expected more games to do so.

Growth points in December:

  • Established in-app monetization framework and further improvements.
  • New games from the portfolio that will reach monetization. About three games are approaching this stage.
  • Games created within the team.

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