Monetization overview
Updated: Feb 4, 2026
This guide covers the monetization options available to VR developers selling on the Meta Horizon Store. Beyond listing tools, it explains how timing your revenue strategy—particularly around pre-launch—can make a real difference for studios working with limited runway.
Most developers focus on monetization as a launch-day concern. But for smaller studios especially, that timing creates a gap: development costs peak in the months before release, exactly when no revenue is coming in.
The tools in this section aren’t just about how to make money—they’re about when. Several features let you start generating revenue or building purchase intent well before your app ships.
ANNOUNCE ───────── PRE-LAUNCH ───────── LAUNCH ───────── POST-LAUNCH
│ │ │ │
▼ ▼ ▼ ▼
Coming Soon Pre-orders Full price DLC / IAP
Wishlists Early Access Launch promos Subscriptions
Community Player feedback Reviews Bundles
Coming Soon and wishlists
You can create a
Coming Soon listing up to 180 days before launch. This gives you a public Store page to point marketing toward and lets interested players add your app to their wishlist. Wishlists don’t generate revenue directly, but they do two useful things: they give you a signal of demand, and they create a pool of players who’ll be notified when you launch or run a sale.
Pre-orders let players purchase your app before release. The revenue comes in before launch, which can help fund final development and marketing. Players who pre-order also tend to show up on day one, which helps with early reviews and word-of-mouth.
Early Access is a different approach: you release a playable version while development continues. Players understand they’re buying into something unfinished. This generates revenue earlier in the cycle and gives you real feedback to shape the final product. It works well for some games and audiences, less well for others—the linked guide covers what to consider.
Choosing a monetization model
Your base pricing model depends on what you’re building and who you’re building it for.
| Approach | When it tends to work | Details |
|---|
Paid upfront | Self-contained experiences, single-player, fixed content scope | |
Free-to-play | Games that need large concurrent player bases, ongoing live service | |
Transitioning | Paid games moving to free, or testing a model change | |
Secondary revenue: add-ons and subscriptions
Most successful apps layer additional revenue on top of their base model.
Downloadable content and in-app purchases extend the revenue life of your app. DLC works well for substantial content drops; IAP covers smaller purchases like cosmetics or consumables.
You can opt to display add-ons on your Store product page, which makes them visible to players browsing the Store rather than only accessible in-app.
Note: Some add-on types aren’t available to child users. See the child user restrictions documentation for
Unity,
Unreal, or
Native.
For apps with ongoing content or service components,
subscriptions provide recurring revenue. This model requires you to deliver value continuously, but it also makes revenue more predictable.
Setting and testing prices
Community and communication
The tools above work better when players already care about your app. Studios that communicate consistently during development—sharing progress, responding to feedback, being honest about timelines—tend to convert more wishlists to pre-orders and more pre-orders to positive launch-day reviews.
This isn’t a separate marketing task. It’s the context that makes these monetization features effective. A Coming Soon page with no one watching it doesn’t help much. The same page backed by a community that’s been following along for months is a different situation entirely.
Reference: all monetization topics
Models and strategy
Pricing
Pre-launch and trials
Add-ons
Subscriptions
Promotions and programs
Case studies