This is no BS gaming podcast 2.5 gamers – 🚨 EMERGENCY EPISODE 🚨 Is EU’s Digital Fairness Act REALLY killing Free-to-Play games?
Sharing actionable insights, dropping knowledge from our day-to-day User Acquisition, Game Design, and Ad monetization jobs. We are definitely not discussing the latest industry news, but having so much fun! Let’s not forget this is a 4 am conference discussion vibe, so let’s not take it too seriously.
The Team:
Jakub Remiar- Game design consultant
Felix Braberg – Ad monetization consultant
Matej Lančarič – User Acquisition & Creatives consultant
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Summary
Today, we, and special guest John Wright, unpack the chaos surrounding the EU’s proposed Digital Fairness Act (DFA) – a legislation that could redefine how free-to-play games operate in Europe.
The episode cuts through the LinkedIn panic and viral posts to explain what’s actually in the draft and what it could mean for game design, monetization, and UA in the EU.
Key insights:
Source: https://ec.europa.eu/commission/press…
The DFA was proposed by the EU Consumer Protection Cooperation Network in March 2025.
It’s still not law currently in consultation stage, potential enforcement by 2030.
If approved, it would enforce seven major principles for all EU-targeted games.
The Seven Core Proposals (Explained Simply)
Transparent Pricing
All in-game currencies (gems, coins) must display real-world value.
Example: “500 Gems (€4.99 equivalent).”
No Mixed Currencies
Games may be limited to one in-game currency.
Multi-currency RPGs or Forex-style economies could be flagged as “misleading.”
No Bundling or Welcome Packs
Forced to sell items separately (no more “Best Value” or “Starter Offers”).
Removes behavioral pricing psychology that drives F2P monetization.
Pre-Purchase Warning Screens
Mandatory “scare screens” before each IAP — adding purchase friction.
14-Day Refund Right
Players could refund any IAP (including gacha rolls or consumables) within 14 days.
No Economy Changes Post-Launch
Developers couldn’t rebalance in-game currency values after release.
Effectively bans live balancing — a core of F2P design.
“Whale” Protection Clause
High-spending users could be classified as “vulnerable” or “addicted.”
Developers could face scrutiny for “exploiting impulse spending.”
Industry Impact
Jakub: “Free-to-play economies just don’t work with one currency. This breaks every RPG and forex hybrid in existence.”
John: “This kills the incentive to operate in the EU – studios will shift budgets to the US and Asia.”
Felix: “This is another ATT moment. The EU will lose jobs and game availability will shrink.”
Matej: “It’s not law yet. Everyone’s panicking, but this might turn into another IDFA – big noise, small impact.”
Main Takeaway
The DFA is well-intentioned but deeply flawed. It confuses gambling regulation with free-to-play design, overreaches into live-ops flexibility, and could reduce the number of games released in the EU.
Lobbying and advocacy will shape its future, not outrage posts.
Chapters
00:00 Introduction to the Digital Fairness Act
02:53 Overview of the Proposed Legislation
07:05 Principles of the Digital Fairness Act
10:37 Lobbying and Legislative Process
12:14 Implications for the Gaming Industry
20:01 Future of Gaming in the EU
21:33 Industry Reactions to Regulatory Changes
22:50 The Impact of Gacha Mechanics
24:55 Consumer Rights and Game Economics
27:33 The Debate on In-App Purchases and Gambling
30:37 Parental Responsibility in Gaming
34:09 Legislative Impacts on the Gaming Industry
37:59 The Future of Gaming Business Models