{"id":628,"date":"2026-09-07T18:40:03","date_gmt":"2026-09-07T18:40:03","guid":{"rendered":"https:\/\/x.sheep-mine.ts.net\/index.php\/game-monetization-models-metrics-and-strategy-guide\/"},"modified":"2026-09-07T18:40:03","modified_gmt":"2026-09-07T18:40:03","slug":"game-monetization-models-metrics-and-strategy-guide","status":"publish","type":"post","link":"https:\/\/x.sheep-mine.ts.net\/index.php\/game-monetization-models-metrics-and-strategy-guide\/","title":{"rendered":"Game Monetization: Models, Metrics and Strategy Guide"},"content":{"rendered":"<p><br \/>\n<\/p>\n<div>\n<p><strong>TL;DR<\/strong><\/p>\n<p>Game monetization is about turning player attention and spending into revenue. The five main models are ads, in-app purchases, premium pricing, subscriptions\/battle passes, and hybrids.\u00a0For free-to-play web games, the key insight is that only ~2% of players typically make purchases, so advertising\u2014especially opt-in rewarded video\u2014is critical for monetizing the other 98%.<\/p>\n<p>The best strategy is to:<\/p>\n<ul>\n<li>Plan monetization during game design, not after launch.<\/li>\n<li>Track ARPDAU, retention, eCPM, fill rate, and impressions per DAU.<\/li>\n<li>Use rewarded video at natural moments and offer meaningful rewards.<\/li>\n<li>Avoid over-serving ads, weak rewards, and pay-to-win mechanics.<\/li>\n<li>For web games, recognize that many major mobile ad networks don\u2019t serve browser inventory.<\/li>\n<\/ul>\n<p>Bottom line: The strongest approach for most free-to-play games is hybrid monetization\u2014ads for the majority, purchases for payers, and subscriptions\/passes for highly engaged players.<\/p>\n<p>Game monetization is the set of methods a game uses to generate revenue from its players \u2014 advertising, in-app purchases, subscriptions, premium pricing, or a hybrid of those. Which mix works depends on genre, platform and audience. On the web, where the large majority of free-to-play players never spend a cent, rewarded video advertising carries most of the load.<\/p>\n<h2 class=\"wp-block-heading\" id=\"what-game-monetization-actually-means\">What Game Monetization Actually Means<\/h2>\n<p>Monetization is not a layer you bolt on after launch. It is a design decision that touches level pacing, currency balance, session length and the reward loop itself. A game that treats revenue as an afterthought ends up with ad placements dropped into whatever gaps exist, which is how you get interstitials firing mid-round and players leaving.<\/p>\n<p>The practical definition: monetization is the mechanism by which player attention or player spending converts into revenue. Attention converts through advertising. Spending converts through purchases and subscriptions. Every model below is a variation on one of those two, or a combination.<\/p>\n<p>The right time to plan it is during development, not after. Monetization affects the economy of the game \u2014 how fast currency accumulates, what a reward is worth, where a natural pause falls. Retrofitting those decisions into a shipped title is more expensive than making them up front.<\/p>\n<h2 class=\"wp-block-heading\" id=\"the-2-rule-who-pays-and-who-doesnt\">The 2% Rule: Who Pays and Who Doesn\u2019t<\/h2>\n<p>Across free-to-play games, roughly 2% of players ever make an in-app purchase. That single figure explains most of what follows. If purchases are your only revenue line, about 98% of your audience produces nothing, and you are running a business on the spending habits of a fraction of your users.<\/p>\n<p>The strategic question is therefore not \u201chow do I convert more payers\u201d \u2014 conversion rates move slowly and have a ceiling. It is \u201chow do I earn from the other 98% without pushing them out.\u201d<\/p>\n<p>The non-paying majority is generally willing. Around 74% of mobile gamers say they will watch a video ad in exchange for an in-game reward, and roughly 82% prefer a free game with ads to paying up front. That is the whole basis of rewarded video: the player chooses to watch, gets something concrete in return, and the transaction reads as part of the game rather than an interruption of it.<\/p>\n<h2 class=\"wp-block-heading\" id=\"the-five-game-monetization-models\">The Five Game Monetization Models<\/h2>\n<h3 class=\"wp-block-heading\">In-app advertising (IAA)<\/h3>\n<p>Revenue from showing ads to players. Formats range from banners and interstitials to rewarded video and offerwalls. IAA monetizes everyone who plays, not just the payers, and it scales linearly with sessions. Its KPIs are CPM, eCPM, fill rate and impressions per daily active user.<\/p>\n<h3 class=\"wp-block-heading\">In-app purchases (IAP)<\/h3>\n<p>Selling virtual goods, currency, boosts, cosmetics or progression. Two sub-patterns matter. <em>In-game currencies<\/em> \u2014 coins, gems, tokens \u2014 give players a flexible path to progress: free if they grind, faster if they pay. Awarding currency for daily challenges also builds a login habit, and habits are what make every other revenue line work. <em>Time-gating<\/em> \u2014 energy systems, build timers, cooldowns \u2014 sells the removal of a wait. Both only work if the item purchased is genuinely useful and slightly exclusive; if grinding gets you there just as fast, nobody converts.<\/p>\n<h3 class=\"wp-block-heading\">Premium and paid<\/h3>\n<p>A one-time price up front. Clean economics and no ongoing revenue engineering, but it caps your audience at people willing to pay before they have played. Rare in browser games, where the expectation of instant free access is close to universal.<\/p>\n<h3 class=\"wp-block-heading\">Subscriptions and battle passes<\/h3>\n<p>Recurring payment for perks, content drops or an ad-free experience. Subscriptions convert your committed minority into predictable monthly revenue and smooth out the spikiness of one-off purchases. They demand a content cadence you can actually sustain.<\/p>\n<h3 class=\"wp-block-heading\">Hybrid<\/h3>\n<p>Two or more of the above running together, and the default for successful free-to-play titles. Ads for the many, purchases for the few, a pass or subscription for the committed. The design work is making the lines complement rather than cannibalise each other \u2014 for instance, letting rewarded video grant the same currency that IAP sells, at a rate slow enough that paying still saves meaningful time. Our breakdown of <a rel=\"nofollow\" target=\"_blank\" href=\"https:\/\/www.applixir.com\/blog\/hybrid-monetization-models-for-free-to-play-games\/\">hybrid monetization models for free-to-play games<\/a> covers how to set those exchange rates.<\/p>\n<h2 class=\"wp-block-heading\" id=\"comparing-the-models-side-by-side\">Comparing the Models Side by Side<\/h2>\n<figure class=\"wp-block-table\">\n<table>\n<thead>\n<tr>\n<th>Model<\/th>\n<th>Revenue source<\/th>\n<th>Share of players monetized<\/th>\n<th>Primary KPIs<\/th>\n<th>Best fit<\/th>\n<\/tr>\n<\/thead>\n<tbody>\n<tr>\n<td>In-app advertising<\/td>\n<td>Advertiser demand per impression<\/td>\n<td>Nearly all active players<\/td>\n<td>eCPM, fill rate, impressions\/DAU<\/td>\n<td>Hyper-casual, casual, IO games, web portals<\/td>\n<\/tr>\n<tr>\n<td>In-app purchases<\/td>\n<td>Player spending on goods<\/td>\n<td>Roughly 2%<\/td>\n<td>Conversion rate, ARPPU<\/td>\n<td>Midcore, strategy, RPG<\/td>\n<\/tr>\n<tr>\n<td>Premium<\/td>\n<td>One-time purchase price<\/td>\n<td>Buyers only<\/td>\n<td>Units sold, refund rate<\/td>\n<td>Narrative, niche PC\/console<\/td>\n<\/tr>\n<tr>\n<td>Subscription \/ pass<\/td>\n<td>Recurring fee<\/td>\n<td>Committed minority<\/td>\n<td>MRR, churn, renewal rate<\/td>\n<td>Live-service titles with content cadence<\/td>\n<\/tr>\n<tr>\n<td>Hybrid<\/td>\n<td>All of the above<\/td>\n<td>Nearly all, at different rates<\/td>\n<td>ARPDAU, LTV<\/td>\n<td>Most free-to-play games at scale<\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n<\/figure>\n<h2 class=\"wp-block-heading\" id=\"the-metrics-that-measure-monetization\">The Metrics That Measure Monetization<\/h2>\n<p>Different models are judged by different numbers. Track the ones that match your revenue mix, and use blended metrics to compare across them.<\/p>\n<h3 class=\"wp-block-heading\">Advertising metrics<\/h3>\n<ul class=\"wp-block-list\">\n<li style=\"list-style-type: none;\">\n<ul class=\"wp-block-list\">\n<li><strong>CPM (cost per mille)<\/strong> \u2014 what an advertiser pays for 1,000 impressions. A $5 CPM means $5 per thousand views. From the publisher side it sets your revenue per thousand impressions served. You do not set CPM directly; you influence it through geography, placement quality and format.<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<ul class=\"wp-block-list\">\n<li style=\"list-style-type: none;\">\n<ul class=\"wp-block-list\">\n<li><strong>eCPM (effective CPM)<\/strong> \u2014 actual earnings per thousand impressions after fill rate, format mix and pricing model are accounted for. This is the number to optimise, because it is the only one that reflects what you were really paid. See the <a rel=\"nofollow\" target=\"_blank\" href=\"https:\/\/www.applixir.com\/blog\/the-complete-guide-to-ecpm-optimization-for-web-games\/\">complete guide to eCPM optimization for web games<\/a> for the levers.<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<ul class=\"wp-block-list\">\n<li style=\"list-style-type: none;\">\n<ul class=\"wp-block-list\">\n<li><strong>CPC (cost per click)<\/strong> \u2014 payment per click rather than per view. Relevant where demand is performance-priced; publisher earnings then depend on click-through rate as well as volume.<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<ul class=\"wp-block-list\">\n<li style=\"list-style-type: none;\">\n<ul class=\"wp-block-list\">\n<li><strong>CPI (cost per install)<\/strong> \u2014 what an advertiser pays for an install. Mostly a user-acquisition metric, but it matters to publishers because install-driven demand tends to pay well for high-intent placements like rewarded video.<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<ul class=\"wp-block-list\">\n<li style=\"list-style-type: none;\">\n<ul class=\"wp-block-list\">\n<li><strong>Fill rate<\/strong> \u2014 the share of ad requests that return an ad. A high CPM against a low fill rate is worth less than a moderate CPM that always fills.<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<ul class=\"wp-block-list\">\n<li style=\"list-style-type: none;\">\n<ul class=\"wp-block-list\">\n<li><strong>Impressions per DAU<\/strong> \u2014 how many ads an average daily player sees. The main throttle on ad revenue, and the one most likely to damage retention if you push it too hard.<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<h3 class=\"wp-block-heading\">Purchase metrics<\/h3>\n<ul class=\"wp-block-list\">\n<li style=\"list-style-type: none;\">\n<ul class=\"wp-block-list\">\n<li><strong>Conversion rate<\/strong> \u2014 share of players who make at least one purchase. Moves slowly; treat improvements of tenths of a percent as real wins.<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<ul class=\"wp-block-list\">\n<li style=\"list-style-type: none;\">\n<ul class=\"wp-block-list\">\n<li><strong>ARPU<\/strong> \u2014 average revenue per user across everyone.<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<ul class=\"wp-block-list\">\n<li style=\"list-style-type: none;\">\n<ul class=\"wp-block-list\">\n<li><strong>ARPPU<\/strong> \u2014 average revenue per <em>paying<\/em> user. A rising ARPPU with a flat conversion rate means you are deepening your whales, not widening your base.<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<h3 class=\"wp-block-heading\">Blended metrics<\/h3>\n<ul class=\"wp-block-list\">\n<li style=\"list-style-type: none;\">\n<ul class=\"wp-block-list\">\n<li><strong>ARPDAU<\/strong> \u2014 average revenue per daily active user, across all revenue lines. The single best day-to-day health metric for a hybrid game, because it captures ads and purchases in one figure and reacts within a day to changes. Practical levers are covered in our notes on <a rel=\"nofollow\" target=\"_blank\" href=\"https:\/\/www.applixir.com\/blog\/practical-tips-to-improve-arpdau\/\">improving ARPDAU<\/a>.<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<ul class=\"wp-block-list\">\n<li style=\"list-style-type: none;\">\n<ul class=\"wp-block-list\">\n<li><strong>LTV<\/strong> \u2014 lifetime value, the total revenue expected from a player. LTV against acquisition cost is the equation that decides whether paid growth is viable.<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<p>Read all of these regionally. Ad rates, acquisition costs and player spending vary widely by market, and a global average can hide a tier-1 segment that is paying several times the blended number. For current web-specific figures, our <a rel=\"nofollow\" target=\"_blank\" href=\"https:\/\/www.applixir.com\/blog\/web-game-monetization-benchmarks-arpu-cpms-and-rewarded-ad-engagement-rates\/\">web game monetization benchmarks<\/a> break out ARPU, CPMs and rewarded engagement rates.<\/p>\n<h2 class=\"wp-block-heading\" id=\"genre-decides-the-mix\">Genre Decides the Mix<\/h2>\n<p>There is no universal split between ads and purchases. Genre sets it, because genre sets session length, player intent and how much a virtual item is worth.<\/p>\n<ul class=\"wp-block-list\">\n<li style=\"list-style-type: none;\">\n<ul class=\"wp-block-list\">\n<li><strong>Hyper-casual<\/strong> \u2014 close to 95% advertising. Short sessions, huge volume, minimal attachment to progression means little to sell.<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<ul class=\"wp-block-list\">\n<li style=\"list-style-type: none;\">\n<ul class=\"wp-block-list\">\n<li><strong>Casual and puzzle<\/strong> \u2014 roughly an even split. Players will buy lives and boosters, and will also watch a rewarded video for the same thing.<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<ul class=\"wp-block-list\">\n<li style=\"list-style-type: none;\">\n<ul class=\"wp-block-list\">\n<li><strong>Midcore<\/strong> \u2014 around 80% in-app purchases. Deep progression systems and long-term investment make purchases the dominant line, with rewarded video used sparingly for currency top-ups.<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<p>IO games and browser titles usually sit closer to the hyper-casual end: instant-play sessions, no install friction, high daily volume, and an audience that has never expected to pay. That profile makes ad revenue the primary line rather than the supplement.<\/p>\n<h2 class=\"wp-block-heading\" id=\"ad-formats-ranked-for-web-games\">Ad Formats, Ranked for Web Games<\/h2>\n<p><strong>Rewarded video<\/strong> is the highest-leverage format. It is opt-in, it pays the most of any web ad unit, and because the player initiated it, completion rates are high and the retention cost is close to zero. AppLixir delivers $4+ CPM on average across its network, against roughly $0.50\u2013$2 for typical web display. Serve it at natural decision points: continue after a loss, double a reward, unlock a skin, refill energy.<\/p>\n<p><strong>Interstitials<\/strong> are full-screen and non-optional. They earn well per impression but cost you something in session continuity, so they belong strictly between levels or sessions, never mid-round. The trade-offs are laid out in <a rel=\"nofollow\" target=\"_blank\" href=\"https:\/\/www.applixir.com\/blog\/rewarded-video-ads-vs-interstitial-ads-the-difference-explained\/\">rewarded video versus interstitial ads<\/a>.<\/p>\n<p><strong>Banners<\/strong> are the low-impact supplement. CPMs are lower than video, but they are simple to implement and do not stop play. Place them where they are visible but out of the interaction zone \u2014 top or bottom edge, never overlapping controls \u2014 and watch engagement metrics after you add them.<\/p>\n<p><strong>Offerwalls<\/strong> ask for a larger commitment in return for a larger reward. They suit games with deep currency sinks and a segment of players who will grind for value.<\/p>\n<h3 class=\"wp-block-heading\">Rewarded video placement rules<\/h3>\n<ul class=\"wp-block-list\">\n<li style=\"list-style-type: none;\">\n<ul class=\"wp-block-list\">\n<li>Trigger at natural pauses \u2014 between levels, on failure, at a shop screen.<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<ul class=\"wp-block-list\">\n<li style=\"list-style-type: none;\">\n<ul class=\"wp-block-list\">\n<li>Reward something players actually want: extra lives, currency, skins, a second chance.<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<ul class=\"wp-block-list\">\n<li style=\"list-style-type: none;\">\n<ul class=\"wp-block-list\">\n<li>Cap frequency. Ad fatigue shows up in day-7 retention before it shows up in revenue.<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<ul class=\"wp-block-list\">\n<li style=\"list-style-type: none;\">\n<ul class=\"wp-block-list\">\n<li>Make the offer visible but never mandatory. The opt-in is what makes the format work.<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<h2 class=\"wp-block-heading\" id=\"building-a-game-monetization-strategy\">Building a Game Monetization Strategy<\/h2>\n<p>A workable sequence for a web game or browser-based content site:<\/p>\n<ol class=\"wp-block-list\">\n<li style=\"list-style-type: none;\">\n<ol class=\"wp-block-list\">\n<li><strong>Decide the mix during design.<\/strong> Pick a primary line based on genre, then design the economy around it. Currency rates, reward values and level pacing all follow from that choice.<\/li>\n<\/ol>\n<\/li>\n<\/ol>\n<ol class=\"wp-block-list\">\n<li style=\"list-style-type: none;\">\n<ol class=\"wp-block-list\">\n<li><strong>Instrument before you monetize.<\/strong> If you cannot read ARPDAU, retention by day, and impressions per DAU, you cannot tell whether a change helped.<\/li>\n<\/ol>\n<\/li>\n<\/ol>\n<ol class=\"wp-block-list\">\n<li style=\"list-style-type: none;\">\n<ol class=\"wp-block-list\">\n<li><strong>Start with rewarded video.<\/strong> It is the fastest line to stand up, the least damaging to retention, and it monetizes the 98% who will never buy anything.<\/li>\n<\/ol>\n<\/li>\n<\/ol>\n<ol class=\"wp-block-list\">\n<li style=\"list-style-type: none;\">\n<ol class=\"wp-block-list\">\n<li><strong>Layer purchases once you have a habit.<\/strong> Sell into an established loop, not into a game players have not yet committed to.<\/li>\n<\/ol>\n<\/li>\n<\/ol>\n<ol class=\"wp-block-list\">\n<li style=\"list-style-type: none;\">\n<ol class=\"wp-block-list\">\n<li><strong>Add a pass or subscription only if you can feed it.<\/strong> Recurring revenue requires recurring content.<\/li>\n<\/ol>\n<\/li>\n<\/ol>\n<h3 class=\"wp-block-heading\">The web-specific problem<\/h3>\n<p>The large mobile ad networks \u2014 Unity Ads, AdMob, AppLovin, ironSource \u2014 serve apps. They do not serve browser inventory. A studio shipping a WebGL build or an HTML5 title cannot simply carry over the mobile playbook, because the demand plumbing does not exist on that side. AppLixir was built for that gap: a JavaScript integration for rewarded video in the browser, no SDK, with TCF 2.3 and GDPR consent handled through Didomi. The network runs 100M+ monthly impressions and the publisher threshold is 5,000 DAU. If you are weighing options, the <a rel=\"nofollow\" target=\"_blank\" href=\"https:\/\/www.applixir.com\/blog\/comparing-major-ad-networks-for-rewarded-video-ads\/\">comparison of major rewarded video networks<\/a> sets out which serve which environments.<\/p>\n<p>Distribution platforms such as Poki and CrazyGames are a separate matter entirely. They bring you players and often bring their own ad layer with them. That sits alongside a direct integration on your own domain rather than replacing it \u2014 portal traffic and owned traffic are different inventory with different economics, and most studios end up running both.<\/p>\n<h2 class=\"wp-block-heading\" id=\"where-monetization-goes-wrong\">Where Monetization Goes Wrong<\/h2>\n<p>Four failure patterns account for most of it.<\/p>\n<p><strong>Over-serving.<\/strong> Ad frequency raised past the point where session length starts falling. Revenue per day rises for a week, then the DAU base erodes underneath it. Watch retention alongside ARPDAU, always.<\/p>\n<p><strong>Rewards worth nothing.<\/strong> If the rewarded video pays out currency the player is already swimming in, engagement with the format collapses and your best-paying inventory goes unwatched.<\/p>\n<p><strong>Pay-to-win balance.<\/strong> Selling competitive advantage in a game with any social or ranked component drives out the free majority \u2014 and the free majority is what makes your ad inventory worth anything.<\/p>\n<p><strong>Compliance handled late.<\/strong> Consent, regional privacy rules and platform policy are not optional and they are not a launch-week task. Non-compliant traffic gets bid down or excluded by demand partners before it ever reaches a player.<\/p>\n<h2 class=\"wp-block-heading\" id=\"frequently-asked-questions\">Frequently Asked Questions<\/h2>\n<h3 class=\"wp-block-heading\">What are the main game monetization models?<\/h3>\n<p>Five: in-app advertising, in-app purchases, premium (one-time paid), subscriptions or battle passes, and hybrid combinations of those. Most successful free-to-play games run a hybrid \u2014 ads to monetize the whole audience, purchases for the small paying segment, and a recurring option for the most committed players.<\/p>\n<h3 class=\"wp-block-heading\">Which game monetization metrics should I track first?<\/h3>\n<p>ARPDAU and day-1\/day-7 retention, together. ARPDAU tells you what a player is worth per day across every revenue line; retention tells you whether your monetization is costing you the players who generate it. Add eCPM and impressions per DAU once ads are live, and conversion rate plus ARPPU once purchases are.<\/p>\n<h3 class=\"wp-block-heading\">How do I choose an ad network for my game?<\/h3>\n<p>Start with whether the network serves your platform at all \u2014 most of the well-known mobile networks do not serve browser inventory. Then compare eCPM on your actual geography mix, fill rate, supported formats, consent and privacy handling, and integration effort. Our guide to <a rel=\"nofollow\" target=\"_blank\" href=\"https:\/\/www.applixir.com\/blog\/how-to-choose-the-right-ad-monetization-platform\/\">choosing an ad monetization platform<\/a> walks through the evaluation.<\/p>\n<h3 class=\"wp-block-heading\">How much can a web game earn from monetization?<\/h3>\n<p>Earnings scale with daily active users, sessions per user, and the rate your inventory commands. As a working model: multiply DAU by rewarded impressions per user per day, then by eCPM divided by 1,000. Rewarded video on AppLixir delivers $4+ CPM on average versus roughly $0.50\u2013$2 for standard web display, so the format you choose changes the answer by several multiples before traffic volume enters the calculation.\t\t\t<\/p><\/div>\n<p><br \/>\n<br \/><a href=\"https:\/\/www.applixir.com\/blog\/game-monetization-models-metrics-and-strategy-guide\/\">Source link <\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p>TL;DR Game monetization is about turning player attention and spending into revenue. The five main&#8230;<\/p>\n","protected":false},"author":1,"featured_media":629,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[826,1374],"tags":[],"class_list":["post-628","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-monetization","category-rewarded-video-ad"],"_links":{"self":[{"href":"https:\/\/x.sheep-mine.ts.net\/index.php\/wp-json\/wp\/v2\/posts\/628","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/x.sheep-mine.ts.net\/index.php\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/x.sheep-mine.ts.net\/index.php\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/x.sheep-mine.ts.net\/index.php\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/x.sheep-mine.ts.net\/index.php\/wp-json\/wp\/v2\/comments?post=628"}],"version-history":[{"count":0,"href":"https:\/\/x.sheep-mine.ts.net\/index.php\/wp-json\/wp\/v2\/posts\/628\/revisions"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/x.sheep-mine.ts.net\/index.php\/wp-json\/wp\/v2\/media\/629"}],"wp:attachment":[{"href":"https:\/\/x.sheep-mine.ts.net\/index.php\/wp-json\/wp\/v2\/media?parent=628"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/x.sheep-mine.ts.net\/index.php\/wp-json\/wp\/v2\/categories?post=628"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/x.sheep-mine.ts.net\/index.php\/wp-json\/wp\/v2\/tags?post=628"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}