Gaming Monetization Beyond Loot Boxes: What’s Actually Working Now

For years, loot boxes were everywhere. Whether you were opening a crate in a first-person shooter or unlocking a mystery chest in a mobile title, the system was simple, and that was: You pay, spin, and hope for the best. That approach has since made gaming companies billions, but it also came with legal scrutiny and player fatigue. 

In 2025, the industry seems to have moved on. Today’s monetization strategies are a little more calculated, less chaotic, and built with long-term retention in mind. Across various console, PC, and mobile titles, studios are experimenting with models that offer better clarity, choice, and rewards without the backlash. So what’s actually working now that the loot box has lost its appeal?

Loot Boxes Haven’t Disappeared, They’ve Just Changed

Loot boxes didn’t appear out of nowhere. Many of their design elements, such as random outcomes and intermittent rewards, are techniques long used in casino games. Casinos continue to offer chance-based outcomes as their main feature. Games like slots, roulette, and crash gambling titles such as Aviator are entirely chance-driven and don’t require any skill (source: https://casinobeats.com/online-casinos/real-money-slots/).

Loot boxes haven’t disappeared either. They still appear in many mobile games and select free‑to‑play console and PC titles. Some developers now only let players earn them through regular gameplay, as seen in Overwatch 2, where direct purchases have been removed. In regions like South Korea, China, and parts of Europe, developers are required to disclose drop rates. While far less dominant than before, loot boxes continue to be part of the monetization toolkit, just more carefully regulated and less aggressively sold.

Battle Passes Are Still Holding Strong

When loot boxes began falling out of favor, battle passes took over as the default. They offered a simple alternative, which includes fixed rewards, tiered progression, and a much clearer finish line. Games like Fortnite, Apex Legends, and Call of Duty successfully use this model.

Players liked knowing what they were getting. Studios liked the predictable revenue. The format also encouraged regular logins and season-long engagement. But by 2025, the system isn’t immune to criticism. Some players feel overwhelmed by too many passes across different games. Others feel pressured by timers and limited-time unlocks.

The bottom line is that the battle pass isn’t going away anytime soon. It remains a low-risk way to offer value and drive commitment. Some developers are now experimenting with flexible progression windows or subscription-like passes that auto-renew each season.

Direct Cosmetic Purchases Still Work, Only If They’re Worth It

Selling skins, emotes, or weapon wraps remains one of the most dependable ways to earn money without upsetting players. These items don’t really affect performance since they are purely visual. But that is what makes them safer from a fairness standpoint, and in competitive games, players take pride in their “online appearance”.

The trick here for many developers is making them feel worth buying. Gamers are more selective in 2025. Some skins with poor designs or a lazy recoloring at a premium price will be ignored, or worse, ridiculed.

What is working, though, are high-quality designs, limited-time collaborations, and real-world brand tie-ins. When Valorant drops a bundle with striking or sleek visuals and original animations, players respond positively. It’s very similar to partnerships with sports brands, music artists, or franchises that give cosmetic drops a broader appeal without relying on chance mechanics.

Subscription Models Are Expanding the Playing Field

It all started with Xbox Game Pass. Now, nearly every platform has some version of a subscription library. These models charge a flat monthly fee in exchange for access to a rotating catalog of games.

For developers, this can be a lifeline, especially for the smaller studios that get a cut for inclusion. For players, it removes the barrier to entry. Trying out a new release is as simple as downloading it.

However, the revenue trade-off is real. Some developers say subscriptions pay less in the long run compared to direct sales. Others argue it’s better than getting lost in the digital storefront entirely.

Either way, subscription models are pushing studios to focus on quality, not just volume. If a game doesn’t keep users engaged, it risks getting buried or removed. That kind of pressure is changing how titles are developed and maintained.

In-Game Currencies Still Power the Machine

The multi-layered currency system isn’t new, but it’s still very effective. Players earn one type of coin through gameplay, another through events, and a third by paying real money. These tokens unlock skins, upgrades, or premium content.

The benefit for developers is relatively obvious since it softens the transaction. Buying items like credits, for instance, doesn’t really feel like you are spending cash, even if that’s exactly what’s happening.

What’s changed is the presentation. More games are being far more transparent about what each currency does, and for many it’s the law. Some now show the real-world equivalent at checkout to avoid confusion. Others let players earn premium currency through regular play, which keeps engagement high even among non-payers.

When done right, in-game currencies can offer gamers a sense of control. When done poorly, they feel like a maze designed to wear people down. That line matters more now than ever.

Player-to-Player Markets Are Carefully Growing

Games that allow players to trade, sell, or gift items to each other are tapping into an old idea with new potential. Whether it’s skins in CS2 or player cards in sports titles, these peer-based economies can generate serious value.

In some cases, studios take a cut from transactions. In others, the activity just builds community and drives interest. Either way, it’s an effective way to extend a game’s lifespan.

The risk, of course, is regulation. Once players can turn items into real money, the entire system enters a grey area. That’s why many developers limit trading features or restrict them to closed environments. When developers get this right, these markets offer players a sense of ownership and choice, two things that are hard to replicate with traditional microtransactions.

Not every model has survived the last few years. Pay-to-win mechanics have faded. Players won’t stick around if real money buys power. Forced wait timers tied to spending are also on the decline, especially in Western markets.

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