After not the most successful sales of the free-to-play AntiSquad Tactics project, the developers from the InsGames studio took an unexpected step: they brought a paid version of the game to the market without IAP, but at the same time they left a free version of the game with micropayments in the stores.


In this regard, we asked Konstantin Minakov, the project manager at InsGames, about why it was decided to move in such an unusual direction.

The worldwide release of the free-to-play version of AntiSquad Tactics took place in July. Now you are bringing the paid version to the market. What is the reason for this decision?

The solution was worked out in stages. As you noticed, in July we launched iOS. But there the indicators of the free version left much to be desired. We had a relatively brisk start, but it quickly became clear: without significant investments in marketing, we don’t have much that shines on this site.

Plus, the project was not monetized well enough. It’s hard to say what the main reason was, most likely, several factors affected at once: the lack of experience in F2P for the team as a whole; the desire to maintain a certain hardcore in the game; lack of resources to maintain the visibility of the game at the desired level.

At first, it was decided to place the project on Google Play. The results, in general, turned out to be better: the audience perceived the project more energetically, more positively, and with monetization it became better, but not good enough


That’s when we decided to try to launch a paid version of the project. At that time, we had several options: either try to further adjust the F2P version of the project, or quit it altogether and take up another game, or throw the paid version on the platforms and see what happens.

The paid version did not require titanic efforts from us to prepare, plus, we already had feedback from the audience demanding a paid version of the game, ready to purchase it. So we decided to take this step. In general, we did not lose in our situation. Not enough time has passed since the release to talk about something specifically, but now the picture looks much more positive than before.

What is the difference between the shareware version and the paid one?

We have removed the premium currency from the paid version, trying to carefully convert all prices into in-game currency. The energy analog was removed from the game. Slightly adjusted the balance within the game economy. They opened access to a number of missions that had to be purchased in the free version of the game. That’s basically it.


What, from your point of view, will motivate the player to purchase a paid version instead of the free version?  

Judging by numerous reviews, the players are primarily motivated by the fact that there are no F2P elements in the game. Here we were partly lucky: a sufficient number of reviews were formed verifying this fact. That is: pay once and play. It’s hard to imagine, but it seems to be working. Or, at least, we can assume that it works with games of our genre.

I would also clarify that the statement “instead of” is hardly correct. Rather, it would be more correct to say “after” here. The player finds the paid version and sees that she has a free brother. He tries it out and decides whether the paid version is worth its price or not. And then the audience splits into those who decide to pay once and enjoy the game, those who prefer to stay in the free version and those who, unfortunately, leave us forever.

Thanks for the interview!

The paid iOS version can be downloaded here:

The paid GP version can be downloaded here:

Yes, and what do you think about such a method of distribution?