Let Me Spend More!
- whatsyourgam3
- 4 days ago
- 2 min read

I Spent £25 in a Dino Factory Game. Now Let Me Spend More!
Three days. That’s how long it took Craft World to break me.
Three days of sending little dinosaurs off to dig in the dirt, feeding that dirt into machines, and turning it into increasingly complicated stuff.
I told myself I was just testing it. I told myself the rewarded ads were fine.
And then I paid.
£19 to remove ads. £5 for extra rewards tied to the “masterpiece” system. Total spend: £25.
The game earned it. Fair price for a good time.
But here’s the problem.
Now I want to spend more. And Craft World won’t let me.
First, let’s give credit. The ad removal was a clean offer. No pressure, no popups every ten seconds. Just a straight-up value exchange.
Then there’s the £5 reward boost , optional, tied to a time-limited in-game goal called a “masterpiece,” which rotates every day or so. Each new one gives another chance to buy in. Reasonable cadence, good rewards, no manipulation.
It’s mobile monetisation done well. It respects your time. It lets you opt in. It gives you something worthwhile.
But then it stops.
There’s no spend depth.
Yes, there are legendary dinos, a fire one for $1,000 and a water one for $500, being sold peer to peer.
They help you mine special resources faster. But the same resources can be bought with in-game gold, and those dino sales don’t go directly to the devs. Unless the seller adds an optional marketplace fee, that money’s going player to player.
Meanwhile, I’m sitting here, fully onboard, trying to find more ways to support the actual game, and the shop’s basically saying, “We’re good, thanks.”
And that’s where the weirdness kicks in.
Most mobile games are aggressive. Packs, bundles, VIP subscriptions, first-time buyer bonuses, limited time exclusives, you name it. Craft World just... stops. It gives you a polished game, two clear monetisation options, and then backs away like it’s being polite.
From a player perspective, it’s refreshing.
From a business perspective, it’s probably a problem.
Because right now, there’s a misalignment.
People are spending serious money to buy dinos from other players, while the devs only earn £25 from people who are actively playing and enjoying the game. That’s not a healthy balance.
Now, to be fair, the game is still early. It’s well made. It’s satisfying. It’s got that “just one more factory” vibe nailed down. And it looks like more systems are coming.
But the monetisation wall shows up fast. Once you’ve paid for the basics, there’s no progression in spend. No mid-tier offers. No cosmetic flexes. No economy sinks that loop back into the project.
What Craft World needs now is the middle layer.
The layer between the casual free players and the crypto whales flipping assets.
Something persistent, desirable, and supportive of the game’s long-term goals.
It needs a reason to spend to grow alongside playtime.
Right now, Craft World has my attention. It has my money. But if it wants to build something lasting, it needs to give me a reason to keep opening my wallet.
Because I’m already in.
Let me stay in.
[Unless there is more spend depth I haven't seen, which would be a problem in itself...]
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