Make Money
Currently developers can use any of their current monetization methods in their game, while we enhance their traffic and stickiness. Soon, we are rolling out new revenue sources so you can make more money. A quick view of what's to come below:
Our framework enables a new referral-based model which is made possible since your game can be discovered inside other games, and other games can get discovered from within your game. You get a referral commission for every game that is discovered and played within your game - from other web game plays, and from discovery of PC and Mobile games from within your game. You also get most of the revenue generated when your game is the one being discovered. Additionally, our loyalty system and micro-transaction model provides an additional revenue source for your players to spend money in your game for new levels or game-items. Finally, a set of cross-sell tools will be introduced to generate more referrals for the community.
It's a "developer for developer" model. And although you won't need installs of your actual game to benefit from traffic, the benefit of getting installs will mean that your game has a chance to become a casual games portal in itself for your users. If you do advertise on social sites to get installs, then we also believe this helps justify such an investment for your game.
Additionally, since our model eliminates the traditional publisher role, this traditional publisher margin is redistributed back to the developers so there is more margin to go around.
We think this will spark growth in social games by sending profits back to developers and creating this ecosystem of social discovery.
Our Model
We provide all our services at no charge and when we introduce additional options for revenue to developers, we will retain only a small percentage. Here is some interesting history on how we arrived at this model and why:
We believe it's necessary to create growth in social games and want to spark innovation in this new market. We've modeled after a successful Japanese mobile model which sparked a growth industry pushed by innovation from large and small developers. In this model, the mobile telecom provided all the core infrastructure services and billing models charging only a small fee for revenue generated by their platform to motivate developers and help them focus on the most value-adding services - in this case, focusing on killer games content. We take this same philosophy and believe this will enable casual game developers to build their own business on the social web, and eventually innovate and create a new style social casual games.

