Hey Indie Hackers,
I launched my product SoonLab about 40 days ago.
It’s an AI game maker platform where people can create and play simple games with prompts. The product is still early, but we’ve already reached 200+ daily active users.
At first, I thought this was a strong signal.
People are coming back.
People are creating games.
Some users even share feedback, suggestions, and bugs with us.
But here’s the uncomfortable part:
Revenue is still $0.
No paid users yet. No real monetization signal.
So now I’m trying to understand what this really means.
Is it a pricing problem?
Is it a product value problem?
Is it because the current users are curious, but not willing to pay?
Or is it normal for an early-stage AI product to get usage before revenue?
One thing I’ve learned is that “users” and “customers” are not always the same thing.
Getting people to try something is not the same as getting them to pay for it.
Right now, I’m thinking about a few possible next steps:
Add a clearer paid plan with stronger limits for free users
Talk to active users and understand what they would actually pay for
Focus more on creators who want to publish, share, or monetize their games
Improve the product before pushing monetization harder
Test small paid features instead of launching a full pricing system too early
I’m curious how other founders think about this.
If you had 200+ DAU but $0 revenue after 40 days, what would you do first?
Would you focus on monetization now, or keep improving activation and retention?
Would love to hear honest thoughts.
200 DAU means you have an audience problem solved but a willingness to pay problem unsolved, and the fastest way to find out is just asking your most active 10 users what they would pay for, not what features they want.
Every indie hacker hits the wall. The ones who make it work are the ones who adjust, not quit. What's your next move?
200 DAU without a single conversion usually means one of two things: the people coming back are the wrong segment (curious rather than willing to pay), or there's a missing step between "I use this" and "I'll pay for this."
The question I'd be asking now isn't "why isn't anyone paying?" It's: have I actually asked anyone to pay? Not a paywall, just a conversation. "What would it take for you to pay for this?"
I had a similar gap with Genie 007. Some users came back every week, paid conversion was almost zero. Turned out I'd made it too easy to stay on the free tier and the people who'd pay were waiting for me to ask. Added a clear upgrade moment and asked directly — paid conversion went from under 2% to 14% in about 3 weeks.
What does your current monetisation flow actually look like? Is there a specific moment where a free user is prompted to upgrade?
200+ DAU with $0 revenue is still useful, but I would not read it as validation yet. I’d read it as attention plus habit, not payment intent.
The first thing I’d test is not a full pricing system. I’d test where the value becomes serious enough that a user would accept a limit.
For SoonLab, the paid buyer is probably not the person casually making one prompt game. It is more likely the creator who wants to publish, share, remix, or build a small game collection around an audience.
So I’d separate the users into two groups:
people playing with AI game creation for fun
people trying to make something they can share publicly
The second group is where monetization probably starts.
I’d test one simple paid wall first: free users can create and play, but publishing/exporting/sharing more serious game projects sits behind a small paid plan.
That tells you whether people value the output enough to move beyond curiosity.
Happy to put a tighter version in writing if useful. I’d map the monetization test, free vs paid limits, first paying segment, and a 7-day plan to find whether SoonLab has real revenue intent.
The "200 DAU, $0 revenue" pattern isn't a pricing mystery. It's a category structural issue worth naming before any monetization tweak.
Three things to pressure-test:
Category is brutal. Roblox owns AI-enabled game creation with real creator economy ($1B+ paid to creators). Rosebud AI, Buildbox, GDevelop, Unity Muse compete in adjacent lanes. Roblox can ship AI generation tomorrow with 70M DAU and creator monetization already built. Solo platform play against this is structurally hard.
Plays-per-game on your featured grid run 100-1000. This is your best content. Long tail likely much worse. AI-generated games tend toward "play once, never return" — novelty without depth, no progression, no social loops. What's your D7/D30 retention? If users churn after first game, no monetization model survives.
The "users come back" claim needs scrutiny. 200 DAU could be 50 power creators + 150 curious browsers. Without retention curve, DAU is vanity. Real question: what % of week 1 users still active week 4?
The deeper question isn't monetize vs improve. It's: who comes back, and why? If users return because they enjoy throwaway games, monetization fails because no game generates engagement worth paying for. If users return building real games with progression/saves/sharing — that's monetizable. Different products entirely.
Your 5 listed steps are all reactive tweaks, none addresses this. Real strategic paths:
Lean into creator economy — players pay creators, you take cut. Needs 10-100x current player base. Hard but Roblox-validated.
Pivot to B2B — sell to game studios/marketing teams who want rapid prototyping. Higher revenue per customer, smaller market.
Niche down to specific game type for specific audience. Defensible if narrow.
Accept platform doesn't work consumer — pivot to creator tool/API for other apps.
One thing that stood out to me is that active users and paying users can sometimes be separated by a perception gap.
Usage tells you what people are doing. Feedback, suggestions, and bug reports tell you they are engaged. But neither necessarily tells you what role the product occupies in their mind.
For example, users may return frequently because they see it as:
while the founder sees it as a creator platform or business tool.
Those can produce very similar usage metrics but very different monetization outcomes.
The trap is that healthy activity can make both sides believe they are talking about the same product when they may not be.
Before making major monetization decisions, I would want to understand how active users actually describe the product in their own words. That perception gap might explain more than the pricing model does.