Developer-first economics

We designed our platform economics to be simple, transparent, and aligned with the success of game developers.

Platform fee
Developer share

Jest's Platform Fee: 10%

Jest charges 10% of in-app purchase revenue.

This single fee covers all platform-level costs, including:

  • Credit card and payment processing fees
  • Messaging and communications costs
  • Hosting and infrastructure
  • Fraud prevention and operational overhead

There are no additional fees. Everything required to run the ecosystem is included.

Developers Keep 90%

The remaining 90% of revenue goes to developers — split between:

  • The monetizing studio (the game where the purchase happened)
  • The acquiring studio (the game responsible for bringing the user to Jest)

Our model rewards the studios that grow the ecosystem and the studios that build compelling, high-performing games.

Revenue Sharing Examples

Scenario Acquisition Monetization Compensation
You acquire the user and monetize them Your Game Your Game
  • You get all 90%
Another studio acquires the user and you monetize them Other Studio Your Game
  • You get 70%
  • Other Studio gets 20% for acquisition lifetime
You acquire the user and another studio monetizes them Your Game Other Studio
  • You get 20% for acquisition lifetime
  • Other Studio gets 70%
Organic user No studio Your Game
  • You get all 90%

Fair Acquisition Model

We use a lifecycle-based model so incentives stay fair and transparent.

User Activity

  • Active: The user has logged in and played at least one game on Jest within the past 30 days.
  • Inactive (churned): No play activity for 30 days.

Acquisition Lifetime

  • Acquiring studios get revenue share for up to 12 months or until the user becomes inactive, whichever comes first.
  • If a user becomes inactive, any studio can reacquire them and receive acquisition attribution for a new acquisition lifetime.

FAQ

More questions? Email devs@jest.com

Yes.

For any users you acquired, you keep 90% of revenue when purchases happen in your own games, and you receive 20% revenue share when purchases happen in other studios' games from users you originally acquired (via paid UA or viral acquisition).

User acquisition includes:

  • Paid user acquisition (ads, paid installs, campaigns)
  • Viral acquisition (referrals, invites, social sharing, creator-driven traffic)
  • In-game conversion (converting guests to registered users)

Any user who signs up through URL parameters that can be attributed back to your specific game is considered acquired by your studio. URL parameters include UTM parameters (typically set by your marketing tools or ad platforms) and entryPayload parameters, which can be accessed via the Jest SDK.

We use URL parameters captured at the moment of customer registration.

These attribution analytics are fully transparent and available in the Jest developer console.

Because Jest is fully web-based, attribution is high-quality and preserved end-to-end, making unattributed users rare.

An acquiring studio receives revenue share for the lesser of:

  • Up to 12 months after acquisition. After the acquisition lifetime ends, the monetizing studio receives the full 90%.
  • Until the user becomes inactive (no activity for 1 month). If a user becomes inactive, any studio can reacquire them and receive acquisition attribution for a new 12-month acquisition lifetime.

Organic users follow the standard model:

  • Jest takes 10%
  • The monetizing studio keeps the full 90%

There is no acquiring studio in this scenario, so no split is required.

If the user is still active, the original acquiring studio retains credit.

If the user has been inactive for more than 1 month, the user can be reacquired, and the new studio becomes the acquiring studio for the next 12-month window.

They are treated as organic, and the monetizing studio keeps the full 90%.

However, because Jest is web-based, unattributed users are rare thanks to reliable end-to-end attribution.

Not at this time. We are actively working on adding support. Please reach out if you'd like to discuss early access or upcoming capabilities.

Please note that third-party ad monetization is not permitted on the Jest platform.

Yes. Studios receive full transparency into user acquisition paths, monetization data, and payout calculations through Jest's analytics dashboards in the developer console.

Not simultaneously.

Only one studio can hold acquisition credit at a time - but if a user becomes inactive for 1 month, another studio can reacquire them.

Revenue shares are calculated continuously and paid out on a regular schedule (typically monthly).

No. All developers on Jest must use the Jest IAP APIs for processing purchases.

This ensures consistent user experience, accurate attribution, secure payments, and proper revenue sharing across the ecosystem.

The Jest Games Fund acts as an acquisition-only studio.

For any user acquired through the Fund:

  • The studio that monetizes the user receives 70%
  • The Fund receives 20% (acquisition lifetime share)
  • The platform retains 10%

Resources