Hi everyone and Allods Online Team,
I am writing this post to address the current economic situation in
Allods Online from a complete and logical perspective—explaining where this problem started, why the current dynamic exists, and how a global price adjustment can finally move this game forward.
1. How we got here: unfair regional pricing
It is no secret that
Allods Online has always been a Pay-to-Win game. However, a massive imbalance recently emerged when developers introduced a 5x price reduction (~80% discount) for one specific region (Turkey).
- The reality: Our server is global. It includes players from Latin America, the Philippines, and Eastern Europe (e.g., Bulgaria). The minimum monthly wage in Bulgaria (~€620) or the Philippines is comparable to, or even lower than, in Turkey.
- The problem: Giving an exclusive 80% discount to one country while forcing other low-income regions to pay full Western prices completely destroys fair competition.
2. The emergence of secondary markets (RMT) and why bans are not the answer
Because full prices are unpayable for standard global players, a secondary market naturally developed: players from the discounted region now purchase items for others, charging a 15–20% fee or tax for themselves. While this breaches terms of service,
the developers themselves created this situation through unrealistic baseline pricing. Players are simply adapting to survive in a broken economy. Sanctioning or banning players for this would be
completely unacceptable and counterproductive—we already have a small player base and cannot afford to lose anyone. The blame lies on the pricing structure, not the players trying to remain competitive.
3. The 70/30 reality: proof that the discounted model works
It is an open secret that players using regional pricing now make up roughly 70% of the active server population.
- The developers reduced prices by 5x for 70% of the server, and the game is still running, functioning, and generating profit.
- If a 5x price reduction works for 70% of the player base, there is zero financial risk in applying it to the remaining 30%.
- Why hold onto inflated prices for that last 30% when it brings minimal revenue compared to the massive damage it causes to player retention? After almost two decades, the developers finally proved that lower prices work. Now it is time to apply that logic to everyone.
4. The value of crystals: "a drop in the ocean"
Under standard pricing, player spending feels completely unrewarding:
- Paying €10 for 1,000 Crystals gets you virtually nothing.
- Spending €100 for 10,000 Crystals is a mere drop in the ocean compared to the cost of full progression (Runes, 2nd Earring Slot, Mounts, Shells, Stats/Ability Pages).
- Lootboxes are just one clear example of this broken system. Dropping €100 at full price and ending up with absolutely nothing of value feels terrible—it literally feels like you got robbed, driving players to quit permanently.
- This aggressive, high-cost model is the exact reason why dozens of other MMORPGs have died over the years. Without a change, Allods will not shut down overnight, but it will remain stuck floating in the exact same stagnant state it has been in for the last 15 years.
Conversely, under an affordable model, a player who easily covers their main character progression is much more relaxed. They won't mind dropping an extra €20–€25 just for fun on a strongbox lottery, saying
"it is what it is, live a little." Even better, when progression isn't financially suffocating, players actually start spending extra money on purely visual cosmetics, skins, and collection items that offer no stat advantages at all. Lowering the barrier to entry unlocks a much wider, healthier stream of casual and cosmetic spending.
5. The volume model: affordable prices bring continuous flow
Lowering baseline prices globally creates a win-win scenario:
- At 1/5th of the price: End-game progression becomes realistic for working adults. Spending €20–€25 a month becomes a smooth, continuous habit. Money keeps flowing into the game consistently over the long run.
- Volume revenue: Earning €20–€25 per month from thousands of active, happy players generates far higher total revenue than trying to squeeze €100+ out of a tiny, frustrated group.
The reality is that lower prices are already the de facto standard for our entire global server because almost everyone purchases through regional workarounds. The developers are not "protecting" their full-price revenue—they have already lost it. The only difference right now is that a 15–20% cut of every transaction is going into the pockets of third-party resellers instead of going directly to MY.GAMES. By lowering baseline prices globally, developers wouldn't be taking a financial gamble; they would simply be reclaiming the 15–20% cut currently lost to the secondary market, while making the process 100% legal, safe, and accessible for every player directly through the in-game shop.
Conclusion and Community Discussion
After nearly 20 years, the developers themselves proved that lower prices are viable. I don't want bans or drama—I want MY.GAMES to build on what they just proved, level the playing field, revive server population, secure a sustainable future for
Allods Online and make baseline prices affordable for
EVERY region.
If the community remains silent and accepts the status quo, nothing will ever change.
Allods will simply continue to tread water as it has for the past 15 years.
If you agree or disagree, leave your honest feedback below:
- Do you think a global price reduction would encourage old players to return and spend more?
- What are your critiques or thoughts on how MY.GAMES should handle regional pricing moving forward?
Best regards