Palworld Developers Shut Down Free-to-Play Rumors, Commit to Buy-to-Play Model

Pocketpair ultimately decided against the free-to-play model for Palworld, basically saying that it's ultimately more trouble than its worth.


Pocketpair seems focused on releasing the full game first as it remains in Early Access over half a year into its initial breakout success.

Despite Palworld’s initial surge in popularity, questions have arisen about its long-term sustainability and monetization strategy. In a recent statement, the developers, Pocketpair, has addressed these concerns, reaffirming their commitment to the game’s original vision and business model.

The controversy began when an interview with Pocketpair, conducted months ago, surfaced online. In the interview, the developers discussed the potential future for Palworld, including the possibility of adopting a free-to-play or games-as-a-service model. This led to widespread speculation and concern among the game’s dedicated fanbase, who feared that such a shift might fundamentally alter the Palworld experience they had come to love.

However, Pocketpair was quick to respond to these concerns, rejecting the idea of a free-to-play or live service model transition. The company emphasized that Palworld was never designed with such a business model in mind, and adapting the game is a lot more trouble than its worth.

If handled correctly, Palworld has the potential to be a decades-long franchise.

Players have become increasingly wary of live service games and the constant pressure to engage with microtransactions, which is why many developers are quick to deny association with this model. Although this doesn’t always work, like what happened with Concord, choosing to maintain Palworld’s buy-to-play model allows Pocketpair to position itself as a developer that prioritizes player satisfaction over potentially lucrative but controversial monetization strategies.

Palworld’s success has been nothing short of phenomenal, with reports of its selling over 15 million copies on PC and Xbox alone. This roughly translates to an estimated revenue of $450 million, not including additional income from deals like the game’s inclusion in Xbox Game Pass. Such financial success provides Pocketpair with a solid foundation to continue supporting and expanding the game without resorting to aggressive monetization tactics.

However, the costs associated with running and maintaining a popular online game are not insignificant. Server maintenance costs alone for a game of Palworld’s scale could run into hundreds of thousands of dollars per month. Add to this the ongoing expenses of paying employees, hiring new talent to keep up with development demands, and various taxes and fees, and it becomes clear that sustainable long-term support requires careful financial planning.

No Man’s Sky’s ability to weather through the initial controversial storms is a case study on how to redeem your reputation.

To address these ongoing costs while still delivering value to players, Pocketpair is exploring more traditional avenues of post-launch monetization. The company has mentioned the possibility of introducing cosmetic skins and downloadable content (DLC) in the future. This approach aligns with successful models employed by other games that have maintained long-term popularity without resorting to free-to-play tactics, such as No Man’s Sky.

The comparison to No Man’s Sky is particularly interesting. The two games share the similar trajectory of flirting with controversy at launch before capturing widespread attention and building a dedicated player base through consistent improvements or updates. The main difference? No Man’s Sky suffered a more disastrous launch.

Since its release, No Man’s Sky has sustained interest and grown its audience over the years through free updates and expansions to new platforms. Palworld, starting from a much stronger position, has the potential to follow a similar path of long-term success with more room to explore additional premium content because they have retained more goodwill with their audience.

Pocketpair’s community manager, John “Bucky” Buckley, has also weighed in on the topic of player retention and the concept of “dead games.” Buckley emphasized that it’s not necessarily healthy for players or the industry to expect every game to be played indefinitely, especially if the game wasn’t designed with that intention from the outset.

As Palworld continues to evolve, the development team faces the challenge of balancing the desire for new content with the need to maintain the game’s core appeal. The decision to stick with a buy-to-play model while considering optional cosmetic and DLC offerings seems to strike a middle ground that could satisfy both the player base and the financial realities of ongoing development.

With a strong financial foundation, a clear vision for the game’s direction, and a commitment to player satisfaction, Pocketpair is well-positioned to nurture Palworld into a long-lasting and beloved franchise, especially as it seeks a release on PlayStation and Nintendo platforms.

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Ray Ampoloquio
Ray Ampoloquio // Articles: 7186
With over 20 years of gaming experience and technical expertise building computers, I provide trusted coverage and analysis of gaming hardware, software, upcoming titles, and broader entertainment trends. // Full Bio