Core Games pays creators a 50% revenue share on Perks — the in-game purchases, cosmetics, and subscriptions you design inside your game. That's a higher creator cut than most UGC platforms publish, and there's no follower minimum to start earning.
The catch is what "Perks" means in practice: you're not earning per view or per play. You're building games and players are buying things inside them. Core is for game developers, not content creators — and the earnings depend entirely on whether the games you build attract paying players.
How Core Games works for creators
Core is a free all-in-one game creation platform by Manticore Games, built on Unreal Engine. Creators use the Core editor — which bundles thousands of free assets, polished game frameworks, and one-click multiplayer publishing — to build games and publish them directly on the Core platform.
The monetization system is Perks. Unlike Roblox's Robux virtual economy or Fortnite's engagement pool, Perks are straightforward: players spend real money on what you define, and you receive 50% of that spend.
Types of Perks you can create:
- Cosmetic items — skins, accessories, visual upgrades
- In-app purchases — power-ups, content unlocks, expansion areas
- Battle passes — seasonal reward tracks
- Subscriptions — ongoing monthly access to premium content or perks
- Premium games — charge a one-time entry fee for your game itself
You set the price. Core handles the transaction, takes 50%, and passes the rest to you. There's no virtual currency conversion and no minimum Robux-equivalent to hit before cashing out — just direct percentage-based revenue.
The 50% rate in context
Most game platforms don't advertise a clean revenue share percentage. Here's how Core's 50% stacks up against the other major game dev creator programs:
| Platform | Creator Revenue Share | Entry Requirement |
|---|---|---|
| Core Games | 50% of Perks | None (free account) |
| Fortnite UEFN | 40% of eligible Fortnite net revenue pool | 30d account activity + 18+ |
| CurseForge | 70% of revenue via download-based points | None |
| Roblox DevEx | Earned Robux exchange rate (varies) | 30,000 Earned Robux + 13+ |
CurseForge's 70% headline looks higher, but that's total platform revenue distributed via a download-based points pool — your actual share depends on your downloads relative to every other mod on the platform that month. Core's 50% is a direct share of your Perks revenue specifically.
Roblox's rate is harder to compare because it involves virtual currency (Robux) converted to USD through the DevEx exchange rate, with Roblox taking a meaningful effective cut across the purchase flow.
What creators actually earn (and what we couldn't confirm)
Manticore Games doesn't publish earnings statistics, median creator revenue, or minimum payout thresholds. We couldn't confirm official figures.
What does exist is creator-reported data from Core's own creator testimonials. One of the more cited: Ben East reported earning roughly 9 times more from Core in April 2021 than from Roblox, with 30 percent fewer play sessions. His explanation: Core's audience skews older and has more disposable income per session than Roblox's predominantly younger player base.
That testimonial is from 2021 and one creator's experience — it's not a performance guarantee or platform average. Core's player base has also changed since then. But the underlying mechanic (older audience + direct real-money Perks) remains the same.
What actually drives Core creator earnings:
- Your game's player count — small core player base means fewer potential Perks buyers
- Perks pricing — you control this; too cheap undermines revenue, too expensive reduces conversion
- Perks structure — cosmetics vs. battle passes vs. subscriptions perform very differently
- Game genre — some genres monetize better through IAP (action, RPG) than others (puzzle, casual)
Who Core Games is and isn't for
Core works best for:
- Independent game developers who know their way around Unreal Engine (or are willing to learn)
- Creators who want direct cash revenue rather than a virtual currency ecosystem
- Developers interested in a 50% revenue share without complex exchange systems
- Game creators targeting a more mature, spending-capable audience
Core probably isn't the right fit if:
- You want maximum audience scale — Core's player base is substantially smaller than Roblox or Fortnite
- You want views-based or per-play earnings (Core pays only when players buy Perks, not for play volume)
- You're a content creator rather than a game developer — Core is built for people building games, not making videos about games
- You want a predictable monthly base income — all earnings are variable and Perks-dependent
How to get started
Core is free to download and use. The onboarding process:
- Create a free Manticore Games account at coregames.com
- Download the Core editor
- Choose a game framework (Team Deathmatch, Battle Royale, Dungeon Crawler, Racing, and others are available as starting templates)
- Use Core's bundled Unreal Engine asset library to build your game
- Set up Perks — decide what players can buy and at what price
- Publish with one-click to Core's multiplayer servers
- Promote your game within the Core platform and externally to drive players
No application, no follower minimum, no review queue to pass before publishing. The gates are technical (you need to build something playable) and commercial (your Perks need to attract buyers).
Core vs. the other game dev creator programs
The best game dev creator programs guide compares Roblox, Fortnite UEFN, CurseForge, and Meta Horizon in detail. Core fits into that landscape as a fifth option — one with a higher published revenue share rate and a smaller but reportedly higher-spending player base.
For CurseForge specifically: how much does CurseForge pay mod creators covers the 70% revenue pool and $0.05-per-point system, which targets a different creator type (mod authors for existing games vs. original game builders).
Find programs that match your audience
The Gemlist program page has the verified requirements, earnings structure, and how Core compares to Roblox and Fortnite UEFN side by side.
Browse programsFrequently asked questions
How much does Core Games pay creators?
Core Games pays creators a 50% revenue share on Perks sales. Perks are the in-game monetization system: creators set prices for cosmetics, in-app purchases, battle passes, subscriptions, and premium game access. Core takes the other 50%. Exact dollar earnings are not published by Manticore Games — actual revenue depends on how many players buy your Perks and at what price point.
What is the Core Games revenue share compared to Roblox?
Core Games advertises a 50% revenue share on Perks, which is higher than Roblox's effective creator cut on Robux transactions. One Core creator (Ben East) publicly reported earning roughly 9 times more from Core than from Roblox in a month with 30% fewer play sessions, citing Core's older audience and better monetization. Roblox takes a larger effective cut across its Robux economy. That said, Roblox has a much larger player base.
Do you need followers to get paid on Core Games?
No. Core Games has no follower minimum. You create a free Manticore Games account, build a game in the Core editor (which runs on Unreal Engine and is free to use), publish it on the Core platform, and can immediately monetize through Perks. The entry bar is technical — you need to build something — but there's no audience threshold to clear before earning.
What are Core Games Perks and how do you set them up?
Perks are Core's in-game monetization system. As a creator, you define what players can buy inside your game: cosmetic items, in-app power-ups, battle passes, subscription access, or even premium games with a one-time entry fee. You set the prices and decide what the Perks unlock. Players pay in real money and Core takes 50%, sending the other 50% to you.
Who should consider Core Games over Roblox or Fortnite UEFN?
Core Games suits independent game creators comfortable with Unreal Engine who want a higher revenue share and are willing to build for a smaller but monetization-friendly audience. Roblox has more players and a younger demographic; Fortnite UEFN has the highest ceiling but distributes from a competitive engagement pool. Core's sweet spot is developers who want a 50% revenue share, real money (not virtual currency), and a free professional development environment without the Robux exchange conversion overhead.
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