Boost your LTV with dynamic pricing

Apprien automated IAP pricing engine

Today most video games and especially indie developers lose money and scaling up opportunities; most games studios constantly struggle with pricing and how to manage it. This is hindering their ability to stay in the race and make good business. Also, the cost of user acquisition reaches record highs each year making the situation even harder. So, rejecting best practices such as dynamic pricing from other industries is irresponsible!


Pricing needs to be analyzed continuously. With our sophisticated pricing analysis you find out what sells and what doesn’t. Identify high seasons and top products, monitor how discounts and competitor prices affect your demand and react to it to defend your revenue. Use the forecasting to complement your decision making process. And the best is that you can beat competition by reacting faster to market changes!




Turnover maximization

We enable that your prices are always optimal for turnover maximization based on price elasticity of demand. Apprien can boost your LTV either by increasing prices when the willingness to pay is higher or by optimizing sales volumes when competition is hush. This method used by successful mobile game companies worldwide is now available for you too.




Dynamic Pricing

And best of all – it’s totally automatic. Sit back and let Apprien take care of the daunting job of pricing a whole range of your IAP products. In the meanwhile you and your staff can monitor growing revenue streams on the dashboard and focus on developing the key areas of your business.

Blog by Klaus: Scheduling Your Game Development

One of the most important things in game development, is to understand the importance of scheduling.

Games are one form of art. Which also means that it’s almost impossible to call anything “ready” or “complete” when talking about game features. It can be never ending process, to work with something because it just doesn’t feel/look “as good as I want it to be”. 

Iterating stuff is good, but at some point you just have to let it go and move forward. That’s either your extreme self discipline, or the deadline which is tomorrow.

So how do you create efficient schedules for your game project? I’m going to drop down concrete steps, which you should mark into your calendar. The time you need to reserve for these tasks depends on the size of your project.

For the first markings for your calendar, you are not supposed to mark the launch date just yet. Now you need to focus to get a clarification as soon as possible, that the game you’re planning to make is interesting enough for the players. Once you’ve successfully got through the following steps, you will most definitely have a clear vision, that should you continue or leave it right there.


When is your core design complete and written in a format that others can read it? Yet again, it’s easy to just skip this and think that “I can keep on working with it in near future, why focus on writing it now?”

With “Core Design” written, you are more ready to ask for feedback from fellow developers even without writing a single line of code. (Why not drop your “Core Design” document to our Discord channel?)


When is the first playable prototype complete which you can show for your “closest friends” and/or colleagues? With this prototype, you’re supposed to show that the game idea really is interesting and offers something unique. Set a deadline for yourself, when you’re supposed to share it! (You can use pages like to do it as well.)


When can you present “a faked screenshot” of your game? How it WOULD look, if it was complete? This is one of the most interesting parts when designing your game. By creating “a faked screenshot” of your future game, it’s much easier for you to understand what kind of features you will be creating, but also to present your game idea. The screenshot + playable prototype is more than thousand words!


You need rules which direct your work when creating graphics for your game. These rules is to make it easier to create similar graphics through the development process. Without the rules, it’s rather easy to sidetrack from the “original idea” and create something totally different. (For more information of “creating rules” I would suggest you to watch this episode of “So you wanna make games”)


Full description of the game your about to create. What kind of mechanics, features, monsters, weapons and such will it include? 

You’re not supposed to write down all the possible stuff. This is the moment to clarify the size of the project for yourself and understand are you even able to create it. If yes, how long will it take?


When will the first playable demo be out? This is the version which is supposed to be entertaining for your core group. It may still be buggy, but it’s appealing and raises the interest. Set a date when you are supposed to be releasing it! (You can use pages like to do it, or why not Game Jolt?


When will you have a small slice of your game complete, which feels 100% complete and works as an proof of your skills. Vertical slices are mostly created to be shown for the publishers, to clarify that you’re able to create something awesome and epic, but you just need more time to create more content.

With vertical slice you can also able to start recording gameplay material for awesome teaser/trailer which you will be needing in the next step.


When will you start spreading the word of your game for press, influencers and similar? You need this date to your calendar, since without it you may get lost into polishing, fixing and tweaking your game for ages. Make a trailer of your game and start pounding the “marketing drum” to get eye-balls for your creation!


Once you’ve done all the previous steps, you should be getting visibility for your game. If you’re new, the amount of visibility will not (most likely) be insanely high, but it’s something! It’s good to understand that this is the moment where you should be able to define, is the game interesting and appealing enough that it should be finished and shipped. The previous steps took you X amount of time (depending on your project), but finalizing the game will take a lot more. Think carefully, is the numbers showing that you should do it?

Apprien at the PGC Helsinki!

If you are coming to Helsinki next week and participating the PGC Helsinki event on 1st and 2nd of October – come to say hi to the team Apprien with yellow hoodies and secure your invitation to our legendary party 🎉

Apprien at the IGDA Helsinki Networking event

The team Apprien joined forces with Aalto University Executive Education and GamesMakers of Finland and participated as a co-sponsor for the September Networking event of IGDA Helsinki chapter. We had a fantastic evening and a lot of meetings with new and old friends. Especially great to see that the gaming industry community is so interested about enhancing their networking capabilities.

Also the panel discussion with MiTales, Barona, Critical Force and others was also top notch and raised vivid conversation among the audience. Happy to be part of the event and definitely coming back again.

GG – The team Apprien 😉

Apprien in Gamescom 2019

Apprien dynamic pricing team attended Gamescom 2019 in Cologne and we had a lot of very successful meetings with many very interesting people. Let’s continue the good co-operation and see you next in Pocket Games Helsinki on Oct 1st-2nd. See you there!

Apprien Pricing Engine


Team Apprien will be at the Gamescom 2019 in Cologne !

In the heart of gaming, is the theme of the Gamescom in 2019 held in Cologne 20th to 24th of August. Apprien is also in the heart of gaming what comes to every mobile game developers wish-list. We can help you to ease down the burden of IAP price management and with our unique solution you are able to boost your IAP sales up to 20-40% ! If you want to hear more about this and how to achieve such a growth in sales, the come to meet our experts Antti, Arto, Jesse and Noora at the PlayFinland booth (hall 3.2, aisle E020g-F029g) . 

The Team Apprien will be at The Develop: Brighton 2019 UK – come to meet us at the Expo!

The Team Apprien will be at the Develop: Brighton 2019 UK event at 9th to 10th of June. Thanks for the kind invitation and our friends with IGDA, Unity and Jagex we are able to participate the 9th The Develop conference. We are at the indie Expo and our very own “man in the yellow hoodie” VP of Biz Dev Mr. Arto Käyhkö will be around the off site events too – come to say hi and talk about the latest of IAP monetisation!

The Develop:Brighton conference is where the European developer community comes together to learn from each other and share experiences, be inspired by world renowned experts and gurus, get up-to-date with the latest development tools and techniques, make new contacts and catch up with old ones.

With a programme that is shaped by some of the industry’s key figures, the conference touches all levels of the development community from the largest studios to the smallest indies; from development directors to programmers. It is also leading UK game industry event and has record breaking amount of developers participating this year too. Last year was more than 3500 developers present. The Develop: Brighton consists of industry talks, workshops and indie expo and Pitch&Match area. All neatly in one place in Brighton only 40 miles away from London.

Apprien at Nordic Game 2019

Apprien Dynamic Pricing Team has arrived to Malmö, Sweden to attend Nordic Game 2019 -conference.

Apprien attends China Dev Days in Helsinki

Apprien Dynamic Pricing Team attended China Dev Days in Helsinki.

Apprien at the Finnish Game Awards – FGA`19

Apprien was honoured to participate the FGA 2019 gala at the Restaurant Bank in Helsinki last week.  The successful game industry of Finland celebrated and rewarded their best in the Finnish Game Awards organised 25.4  in Helsinki. The evening was full of great friends, cool companies and awards. I guess couple of the gem moments were the double victory by Supercell and the celebration of Bugbear’s comeback in a new prize category. The evening was splendid combination of music, entertainment, good food and drinks – these all are thanks for the gala sponsors and partners. It is also cool to see once a year the ever so laid back gaming community peeps putting on their best and glamours outfits for a one night 😉

A total of eight awards were presented in the gala. The Finnish Game of the Year 2018, Best Mobile Game, and Best Computer and Console Game were chosen by the members of the Finnish Game Developers’ Association. The Applied Game Award 2018 was selected by the Serious Gaming Cluster Finland Association. The Best Creative Achievement of the Year 2018 and the Comeback of the Year 2018 were chosen by the board of the Finnish Game Developers’ Association. Also Power Player of the Year Award was presented and IGDA Finland presented their recognition to Christopher Hamilton with the Volunteer of the Year award for his work for the community in 2018. Here is the list of the awards and winners:

Applied Game Award 2018: Lights On! / Turku Game Lab & Humak

The Best Creative Achievement of the Year 2018: The Thief of Thieves / Rival Games

Comeback of the Year 2018: Wreckfest / Bugbear

Power Player of the Year: Petri Hyökyranta / Rovio

Big Screen Game of the Year 2018: Tesla v. Lovecraft / 10tons

Mobile Game 2018 (Small Screen Game of the Year 2018): Brawl Stars / Supercell

Main Prize: The 2018 Finnish Game of the Year 2018: Brawl Stars / Supercell

More info and pictures of the gala can be found from