Key takeaways
- Idle games sell time, so the best rewarded ad, purchase and offerwall placements all trade a wait or a multiplier for attention, money or a completed offer.
- Denominate rewards in hours of current production or in premium currency, never in a fixed amount of soft currency, because idle numbers grow exponentially.
- Steam does not allow ad-based models or rewards for engaging with ads, so a Steam build needs its rewarded placements replaced with free cooldowns or Steam Wallet purchases.
How to monetize an idle or clicker game
You monetize an idle or clicker game by selling time. Rewarded ads trade a short video for a 2x production boost or doubled offline earnings, in-app purchases sell a starter pack, ad removal, permanent multipliers and premium currency, and an offerwall lets non-paying players earn that premium currency by completing offers while you earn per completed offer. Price everything in hours of production saved, cap the free sources, and keep a separate plan for Steam, which does not allow ad-based models.
For the general model, see hybrid monetization for games; this page covers what is specific to idle and incremental games.
Why idle games fit time-based monetization
The idle core loop is production per second against the cost of the next upgrade. Anthony Pecorella describes it in The Math of Idle Games, Part I on Game Developer, first posted on Kongregate’s developer blog: costs typically “grow exponentially while production grows at a linear or polynomial rate,” and multipliers exist to “(temporarily) get production closer to, or ahead of, costs.” His example, the AdVenture Capitalist Lemonade Stand, has a cost growth rate of 1.07 per unit owned.
That loop creates three things players will pay, watch or complete offers for:
- Speed. A multiplier that closes the gap between production and the next cost wall.
- Time back. Skipping a wait, or instantly receiving hours of production.
- Progress while away. Offline earnings, which a 2015 Game Developer feature on the genre, The rise of games you mostly don’t play, describes as standard after AdVenture Capitalist let players progress while offline.
Every session starts with a return, so idle games also get a repeatable moment most genres lack: the “welcome back” screen.
Where each placement goes
The table is a starting map to test against your own data, not a rule set.
| Moment | Format | What the player gets | Guardrail |
|---|---|---|---|
| Welcome back screen | Rewarded video | 2x or 3x the offline earnings just collected | Once per return; the base amount is always free |
| During active play | Rewarded video | 2x production or click power for a set time | Timer, so boosts do not stack forever |
| Upgrade or research timer | Rewarded video | Skip part of the wait | Daily cap |
| First milestone or first prestige | IAP starter pack | Premium currency, a permanent multiplier and a cosmetic | Shown once, with a clear end time if it is limited |
| Store, any time | IAP | Premium currency packs, ad removal, permanent 2x, longer offline cap | Prices visible before purchase |
| Store, next to gem packs | Offerwall | Premium currency for completed offers | Never required to progress |
| Daily rewarded cap reached | Offerwall | A second way to earn when videos run out | One prompt, then only the store entry |
| Upgrade trees, stats, menus | Banner (web, optional) | Nothing; it earns while players plan | Removed by the no-ads purchase |
Rewarded ads: offline earnings and timed boosts
CrazyGames’ developer page on monetizing clicker games calls the welcome back multiplier, doubling or tripling offline earnings for an ad, “one of the highest-converting placements in idle games.” The same page suggests a temporary boost such as 2x click damage for 10 minutes, says never to trigger a forced ad while the player is actively tapping, and reports that top clicker games on its platform get 5.5 ad impressions per play, about half rewarded (checked on October 22, 2026).
Whatever ad network you use, follow its rewarded rules. Google’s AdMob policies for ad units that offer rewards say rewarded ads may only be served after the user “affirmatively and unambiguously opts in”, require disclosure of the reward before each ad, require that you deliver the promised reward, and say declining must not impede normal use of the app (checked on October 22, 2026). In an idle game that means the welcome back screen always has a plain “Collect” button next to “Watch to collect 2x”.
Grant the reward from your server when the ad network confirms the view. AdMob’s server-side verification sends a signed callback with a unique transaction ID you can use to detect duplicate grants.
What are rewarded ads? covers the format, and offerwall vs rewarded video compares it with offers.
In-app purchases: what idle players buy
Unity’s May 2025 post From IAP to hybrid monetization, citing Unity’s 2024 Mobile Growth and Monetization Report, says only 1 to 3% of daily active users make in-app purchases. Your store therefore has two jobs: convert that small group early, and give it things worth buying again.
- Starter pack. Premium currency, a permanent production multiplier and a cosmetic, priced low, shown after the first milestone rather than in the first minute.
- No ads. Removes forced ads and banners. Decide up front whether it also grants rewarded ad boosts without the video, and say so on the button. Both are valid; the second is worth a higher price because it replaces every video the buyer would have watched.
- Permanent multipliers. A paid 2x on all production is the idle equivalent of a season pass for many players. Treat it carefully, as the inflation section below explains.
- Longer offline cap. If offline earnings stop after a set number of hours, a purchase that extends the cap sells exactly what idle players value.
- Premium currency packs. For time skips, boosts, cosmetics and managers or helpers.
Mobile stores require their own billing for these. Apple’s App Store Review Guidelines (3.1.1) say you must use in-app purchase for features and functionality, naming in-game currencies, and that currencies bought that way “may not expire”. Google Play’s Payments policy lists virtual currencies and add-on items among purchases that must use Google Play’s billing system unless one of its exceptions applies (both checked on October 22, 2026). If you sell randomized chests, Apple also requires you to disclose the odds before purchase.
Offerwall: premium currency for completed offers
An offerwall is a screen where players earn your currency by completing offers from advertisers, such as reaching a level in another game or finishing a survey. You earn per confirmed completion, not per view. In an idle game, the wall fills the gap rewarded video cannot: a non-payer who wants the permanent 2x or a large gem item that would take weeks of capped videos.
Idle-specific rules:
- Pay offers in premium currency, not soft currency. A fixed amount of coins is worth a lot on day one and nothing a week later.
- Place the entry in the store, labeled as a free way to get gems, and prompt once when the player hits the daily video cap.
- Credit only from the wall’s server-to-server postback, and take currency back when a completion is reversed.
Apple’s guideline 3.2.2(x) allows apps to incentivize actions within the app, such as watching an ad, but says apps must not force users to download other apps to access functionality. Keep the wall optional. Monetize a mobile game with an offerwall covers opening the wall and crediting, and offerwall placement covers entry points.
Price premium currency in time saved
Unity’s game economy design guide puts the principle in one line: “model the exchange rate for player time, not just currency.” Idle games make this unusually easy, because the game already knows the player’s production per second.
Build every time-based reward on one unit: an hour of current production.
- A time skip item grants a fixed number of hours of current production.
- A rewarded “bonus” outside the welcome back screen grants, for example, 30 minutes of production.
- Gem prices for time skips are set in gems per hour, so they never need rebalancing as numbers grow.
Illustrative example: one price for an hour of production
Your store sells 500 gems for $4.99, so 100 gems cost about $1. You price a 4-hour time skip at 100 gems, which sets the price of an hour of production at about $0.25 for a player in a hurry. A rewarded video on the welcome back screen doubles up to 8 hours of offline earnings, worth up to 8 hours of production, but it is available only once per return and only for time actually spent away. On the offerwall, you set 100 gems per $1 you earn and pass 60% to players, so an offer that pays you $0.50 shows 30 gems, a little over an hour of production. Sample figures only; try your own rate in the virtual currency calculator.
The check that matters: compare what an hour of production costs through gems, videos and offers. If videos are far cheaper per hour, nobody buys gems. How to set your virtual currency exchange rate has the offerwall formula, and building a virtual currency system in Unity covers storing balances on a server.
Avoid economy inflation in an idle game
In an idle game, soft currency inflation is the design: numbers are meant to explode. The economy breaks somewhere else, in how fast players move through your content. Pecorella’s model is a seesaw between production and costs. Every multiplier you give away or sell moves the whole curve, and players reach the next cost wall, the next prestige and the end of your content sooner.
Common idle economy mistakes
Ad boosts that stack multiplicatively with each other and with paid multipliers. Rewarded videos with no daily cap. Offline earnings with no cap at all, so a week away pays the same as a week of play. Offer rewards paid in soft currency. Permanent paid multipliers that make the prestige layer pointless. A no-ads purchase that also skips rewarded videos, while you balance the game as if buyers still watch them.
Practical guardrails:
- Add boosts, do not multiply them. Two active 2x ad boosts should give 3x or a longer timer, not 4x.
- Cap free premium currency. CrazyGames’ midcore and idle monetization page suggests small amounts of premium currency from rewarded ads with a daily cap, for example up to 5 times per day, and warns that ads should not be so generous that players have no reason to buy from the store.
- Make prestige the main sink. A reset that wipes soft currency and production for a permanent bonus is how idle games remove currency. Paid multipliers should speed up each run, not remove the reason to prestige.
- Track time to prestige by segment. If payers and heavy ad watchers hit your last content far faster than you can ship new content, your boosts are too strong.
Virtual economy design: sources, sinks and inflation lists the metrics for catching inflation early.
Mobile, web and Steam versions
The same monetization does not work everywhere. Rules checked on October 22, 2026:
| Platform | Rewarded ads | Offerwall | Purchases |
|---|---|---|---|
| iOS and Android | Allowed, opt-in, per the ad network’s rules | Allowed if optional | Store billing for currency and items |
| Web portals (CrazyGames, Poki, GameDistribution) | Through the portal’s SDK only | Usually not allowed in the build | Depends on the portal |
| Your own website | Through a web ad network that offers rewarded units | Allowed | Your own payment provider |
| Steam | Not supported | Not supported | Steam Wallet only |
Web versions
Portals generally allow only their own ad SDK inside your build, so strip any offerwall or outside store links from a portal upload. Your own website is where you can combine ads, a store and an offerwall. How to monetize an HTML5 web game has the portal rules in detail.
Steam versions
Valve’s Advertising on Steam page says “advertising models” are not supported in games on Steam and that developers should not give players a reward for watching or engaging with advertising. It also says a game whose business model relies on advertising on other platforms will need to remove those elements before shipping on Steam. Valve’s Microtransactions page requires in-game purchases to go through the Steam Wallet.
So plan the Steam build as a different product:
- Make the welcome back 2x free on a cooldown, or sell a permanent “double offline earnings” upgrade.
- Turn timed ad boosts into free boosts on a timer, or into items bought with premium currency.
- Sell premium currency, the permanent multiplier and a supporter pack through the Steam Wallet or as DLC.
- Remove the offerwall and any “buy on our website” links.
If saves sync across platforms, Valve’s pages do not say whether currency earned through ads or offers elsewhere may be spent in the Steam build. Ask Valve before you allow it. Can you put ads in a Steam game? covers Valve’s rules method by method.
A launch order and what to measure
- Soft launch with the welcome back rewarded ad and one timed boost. Unity’s post recommends rewarded ads before system-initiated ads.
- Add the store: starter pack, no ads, permanent multiplier, gem packs.
- Add the offerwall in the store and at the video cap, paying premium currency.
- Add forced ads last, if at all, only at natural pauses, never during active tapping, and never for payers.
Track, by platform and country:
- Rewarded engagement: share of daily users who watch a video, views against your cap, and the welcome back 2x take rate.
- Payer conversion and starter pack take rate.
- Offerwall: share of users who open it, share who complete an offer, and reversals.
- ARPDAU, split into ads, IAP and offers, and retention by segment, so you see whether monetization changes cost players.
Idle games attract a young audience. If many of your players are children, read offerwalls in kids’ apps and COPPA before adding offers, and keep the wall away from them.
Adding a Sharklio offerwall to an idle game
Sharklio is a pay-per-result affiliate network: players earn your gems by completing offers, and you earn per completed offer. You can open the wall from the Android SDK, iOS SDK, Unity plugin, Flutter plugin or React Native package, or as a signed link on your own website. Each app sets its own currency name and icon, conversion rate, user split and rounding, with an optional time-limited bonus for events, and your server gets a signed postback for every credit and every reversal. Offers depend on the player’s country and device, VPN and data center traffic is blocked from the wall, and players must be at least 16. Publisher applications are reviewed by hand, and once you are approved every app you add is live right away. See how the wall works, or get in touch with questions first.
Frequently asked questions
What is the best way to monetize an idle game?
Combine rewarded ads for boosts and offline earnings, in-app purchases such as a starter pack, ad removal and permanent multipliers, and an offerwall for premium currency.
Do idle games make money from ads or in-app purchases?
Usually both. Rewarded ads earn from the large majority who never pay, while purchases earn far more per player from the small share who do, which Unity puts at 1 to 3% of daily active users across mobile games.
How many rewarded ads should an idle game show?
There is no fixed number. Cap views per placement and per day, keep the base reward free, and raise caps only if your data shows players want more without purchases or retention falling.
Should a no-ads purchase remove rewarded ads in an idle game?
It is a pricing choice. Removing only forced ads keeps rewarded revenue, while granting rewarded boosts without the video is a stronger product that justifies a higher price.
Can I use rewarded ads in an idle game on Steam?
No. Valve’s Advertising on Steam page says advertising models are not supported and developers should not reward players for watching or engaging with ads, so replace those placements with free cooldowns or Steam Wallet purchases.
Should offerwall rewards in an idle game be soft or premium currency?
Premium currency. Soft currency in idle games grows exponentially, so a fixed coin reward loses its value within days, while gems keep a stable value tied to hours of production.