Agenda
Sustaining Revenue in Single-Player Games with a Lean GaaS Strategy: What Works, What Doesn't
This talk explores the implementation of lean GaaS methodologies in a single-player AA title, using EVERSPACE 2 as a case study. It covers a clever mix of free and paid DLC to boost long-term engagement, strategic use of Early Access, platform relations, and community building through Twitch and YouTube. Key insights include pricing strategy, wishlist conversion, performance marketing, and revenue breakdowns backed by real KPIs and sales data. Join for a detailed postmortem for studios balancing depth, trust, and visibility without a dedicated live ops team.
Takeaway
What the audience will learn:
- How to apply a lean GaaS model to single-player games without requiring a live-ops team
- Best practices for combining free and paid content to gain attention, drive retention, and maximize revenue
- How to optimize pricing strategy and adapt to community feedback
- Ways to maximize Early Access as both a funding and marketing tool
- Interpreting and leveraging performance marketing KPIs
- Building long-term community trust through transparency and platform presence
Intended Audience
This talk is ideal for producers (junior to senior), marketing and publishing managers, community leads, and studio execs working on single-player or premium titles. It offers hands-on insights into structuring content roadmaps, sequencing free and paid DLC, managing pricing and platform visibility, and growing a loyal fanbase without a live-ops team. Also valuable for product managers, business developers, and experienced designers aiming to apply lean GaaS principles to narrative or AA-scale games.