Skip to content

Monetization

Revenue tracking answers the business question: is your game making money, and where is it coming from? Quest Data shows you which products sell, who your paying users are, and whether your pricing strategy works.

  • How to track purchases and see revenue trends
  • How to identify your top products and biggest spenders
  • How to measure ARPPU and paying user ratios
  • How to track subscriptions and ad revenue
  • How to evaluate offers and promotions

The revenue page gives you a bird’s-eye view of your game’s income.

Revenue Timeline chart with ARPPU card

Key metrics:

MetricWhat it tells youWhy it matters
Total RevenueSum of all purchasesIs the game making money?
ARPPUAverage Revenue Per Paying UserHow much do spenders spend?
Top ProductsBest-selling items by revenueWhat do players want to buy?
Daily RevenueRevenue over timeIs revenue growing or declining?

One line of code per purchase:

QuestData.track_purchase("starter_pack", 4.99, "USD")

See Purchase Tracking Reference for all parameters.


The IAP Catalog shows every product you sell with conversion rates and buyer insights.

IAP Catalog table with conversion rates

ColumnWhat it means
Product IDYour store product identifier
RevenueTotal revenue from this product
PurchasesNumber of times bought
Unique BuyersDistinct players who bought it
Conversion RateBuyers / players who saw the shop

Actionable insights:

  • High views, low conversion? → Price too high or value unclear
  • Low views, high conversion? → Product is hidden but desirable — promote it
  • One product dominates revenue? → Diversify your catalog

Understand who spends money and how much.

Paying Users segmentation chart

MetricWhat it tells you
Paying Ratio% of players who ever spent money (typical: 2-5%)
First Purchase TimingHow many sessions before first spend
Whale DetectionPlayers who spend disproportionately (top 1% of spenders)
Spending TiersMinnow / Dolphin / Whale distribution

What to do:

  • First purchase takes too long? → Better early offers or starter packs
  • Too few paying users? → Monetization is too aggressive or value is unclear
  • One whale accounts for 50% of revenue? → Dangerous concentration risk

Track Battle Pass, premium memberships, or any recurring payment.

Subscription dashboard with MRR and churn

Key metrics:

  • MRR (Monthly Recurring Revenue) — predictable income
  • Churn Rate — % of subscribers who cancel
  • Renewal Rate — % who auto-renew
  • New vs. Cancelled — Net growth
QuestData.track("subscription_started", {
"product_id": "battle_pass_s3",
"price": 9.99,
"duration_days": 30
})

Measure whether your sales and special offers actually work.

Offers table with conversion rates

Track offer events:

# Player sees an offer
QuestData.track("offer_shown", {
"offer_id": "weekend_sale",
"discount_percent": 50
})
# Player buys the offer
QuestData.track_purchase("weekend_sale_pack", 2.49, "USD", {
"offer_id": "weekend_sale",
"original_price": 4.99
})

If your game shows ads, track impressions and revenue per placement.

Ad Revenue dashboard with eCPM

QuestData.track("ad_watched", {
"ad_type": "rewarded",
"placement": "revive_screen",
"reward_type": "coins",
"reward_amount": 100
})

Watch for ad-to-IAP cannibalization — if ad revenue goes up but IAP revenue drops, your ads might be too generous.