aliens @aliens
0km
Rev +0% vs launch
ARPDAU $0.09
Ground level · 0 km · your game, today

Revenue has one
direction here.aliens is a revenue studio for game studios. Everything on this site is above you. There is no way down.

We embed a small crew inside your studio, tear down your economy, rebuild the parts that leak, and hand it back running hotter. Four stages, about six months, and a chart that stops doing the thing your chart currently does. This page is laid out the same way we work: you start at the bottom, and you climb by scrolling up.

Follow the ascent — @aliens
Economy designBattle pass architectureStorefront CROPricing & bundlesLiveOps calendarUA payback math
8.8 km Everest. Where our old website ended.
Stage I · 12 km · Cruising altitude

First we find where the money leaks out.

The Flight Check is a two-week teardown of your telemetry, funnels, pricing, and store. We chart every session from install to first purchase and mark every point where a player who wanted to spend couldn't, or a player who was about to spend got interrupted. Most studios are losing more revenue to friction than to churn. Almost none of them know it.

Duration
2 weeks, read-only access
Output
One report. ~40 pages. Zero fluff.
Guarantee
Free if we find nothing worth fixing
39 km Highest balloon jump. Still not high enough.
Stage II · 50 km · Stratopause

Then we rebuild the economy so spending feels good.

Sinks and faucets rebalanced, storefront rebuilt around what players actually browse, a first-purchase moment that converts because it's genuinely a great deal, and a battle pass players finish. Players can smell dark patterns from orbit — we don't build those, and games that lean on them don't keep their whales past month four anyway.

Sprint
6–10 weeks inside your repo
Crew
2 economy designers, 1 monetization PM, 1 data engineer
Rule
Nothing ships without an A/B behind it
Stage III · 85 km · Edge of the mesosphere

Live ops that run on a calendar, not on panic.

We leave you with a twelve-month event cadence: seasonal arcs, two-week event loops, offer personalization tuned to spend history, and dashboards your producers actually open. By month three your own team is flying it and we're just in the tower. The goal was never a spike. The goal is a slope.

Cadence
A live event every 2 weeks, planned 2 quarters out
Typical lift
+18–40% revenue in event weeks
Handover
Your team runs it solo by month 3
100 km Kármán line. Space begins.
Stage IV · 200 km · Thermosphere

Studios we've taken past the line.

Moonpetal Games
Cozy farming sim · 4.2M MAU · mobile
Net revenue +212% in six months · first-purchase conversion 1.9% → 5.4%
Bitburrow
Roguelite · Steam + mobile crossplay
ARPDAU $0.11 → $0.38 · battle pass completion 12% → 41%
Clutch & Crow Interactive
Arcade racing · 11M installs
LTV +184% · UA payback 41 days → 19 days

Twenty-three studios flown since 2023. Zero have asked for the old chart back.

340 km Your competitors' cruising altitude. Wave.
Orbit · 400 km · Low Earth orbit

There is no ceiling up here.

Around month six, if the plan held and your team kept shipping, the revenue chart stops being something you explain in board meetings and starts being the first slide. Gravity still exists for everyone else. That's the point.

We take on six studios a year. Live game with real telemetry required — we optimize engines, we don't build rockets from scratch. Next window opens Q1.

Book a flight check
hey@aliens.rent @aliens aliens.rent
End of page. Your revenue started 400 km below this line.