Set your ticket price. Set one flat rate per guest, before you open, and it never moves. Everything in between — the attractions, the headsets, the developers building both — runs on the difference.
You keep 96% of every ticket — $33.60 a guest. DreamPark's share is the gap on the right: $1.40.
1 DreamPoint ≈ 1¢. Your profit here is what's left after DreamPark and before your own rent, staff and insurance — we only price the session.
The operator app runs your floor. The portal is for the questions you ask sitting down: which site is actually busy, where the points went, and whether last Saturday paid for itself.
Points in, sessions, hours played and average session length — side by side, so a quiet site can't hide behind a busy one.
If a park runs sessions on an empty balance, the row goes red before the month-end surprise does.
Every credit and debit on the account, newest first — subscriptions, top-ups, rental weeks, entry fees.
You configure your park once, see the fee, and accept it — and that number is pinned. Every guest who walks through costs exactly the same, whether they sprint through in four minutes or linger at the last attraction. You know your cost per head before you open, which means you can price a ticket, quote a birthday party, and forecast a Saturday without guessing.
Ten guests, ten identical charges. Your cost per head is a number you chose, so every ticket you sell has a margin you already know.
The guest who lingers costs triple the one who rushes. You find out what Saturday cost on Sunday.
Because the fee is flat, your balance divides into a whole number of guests — and the portal shows it. 148,500 DreamPoints at a 140 DP entry fee is 1,060 more guests, not an estimate. Top up when the runway gets short, not when a bill surprises you.
Every unused ticket becomes 500 DreamPoints — the whole $5, no haircut, credited as purchased points that never expire. For the first 90 days after you switch, every session is capped at 500 DP too, so nothing can cost more than a ticket did while you settle on your number.
Half of every fee you pay goes straight to the developers whose attractions your guests played, split by the time actually spent in each one. You never commission content, sign a title deal or wait on a roadmap — the people who build for you get paid more when your park is busy, so they keep building for your park. See it from their side →
Live payouts to the developers of the attractions in your park. More guests through your doors means bigger cheques, which means more attractions built for the parks that draw crowds. Read the revenue terms →
Managed headsets arrive configured, locked to your park, and updating themselves. Big weekend coming? Slide up and they ship. Quiet January? Slide down and stop paying for them. You never own a box that's depreciating in a cupboard.
Subscribe on the web and none of your money goes to an app store's 30% cut — then the plan discounts it again, and the discount deepens every step up. A busy operator's points cost a third less than face value.
Every step up is strictly cheaper per point, so no tier is ever beaten by stacking smaller ones — and at the top a point costs 0.667¢ instead of a penny. Unused points roll over, points already credited are yours whatever happens to the plan, and you can cancel any month.
Mostly about DreamPoints — what one is worth, whether it expires, and what happens to a balance you haven't spent. Short answers, and the page that proves each one.
The single currency for everything on the platform: guest sessions, premium attractions, and headset rental all draw from one balance. 1 DreamPoint is worth about 1¢, which is the anchor everything else is priced against — so 500 DP is $5 wherever you see it. You buy them in a monthly plan or as a one-off pack, and they are spent automatically as guests play.
Points you paid for never expire — not at the end of the month, not when a plan renews, not if you cancel. That covers everything bought in a plan, a top-up pack or an in-app purchase. The only points with a clock on them are promotional ones we gave you (placement incentives, beta credit, orbs), which may lapse after 18 months of a completely inactive account. And when a session bills, promotional points are spent first — so the balance you actually paid for is always the last to drain.
They roll over and stay yours. A subscription resets what is included each month; it does not reset your balance. A quiet February simply leaves you with a bigger cushion for spring break — there is no use-it-or-lose-it month on this platform.
No — and that is deliberate rather than a policy we might relax. DreamPoints are closed-loop promotional credit for using DreamPark, never redeemable for money and never transferable to another account. That is the line that keeps the currency out of money-transmitter and stored-value regulation, which is what lets us run it at 1¢ a point with no fees on top. Buy roughly what you expect to play, and let the rollover carry the rest.
Whatever you agreed to when you went live — and then that exact number, every time. The fee is quoted once from three things: your park's footprint (25, 50 or 100 DP by measured square metres), the session length you set, and the attractions you placed (10 DP standard, 25 premium, 50 for a launch title, and nothing at all while a title is in beta). You see the receipt, you accept it, and it is pinned. A medium park running 10-minute sessions with four standard attractions is 140 DP a guest — about $1.40, for guest one and guest nine hundred alike.
No. This is the part operators usually double-check, so plainly: the fee is flat. It does not meter, it does not surge, and it does not vary with how long a particular guest lingers. Session length is an input when you set your price, not a variable that is billed afterwards — change it and you are re-pricing your park, not being charged for overtime. Your cost per head is a number you chose, which is what makes it possible to price a ticket or quote a birthday party without guessing.
No. There is nothing to buy in advance, so there is nothing to write off. A no-show costs you nothing at all, because the fee is charged against a session that actually ran. That is the whole difference from tickets: you are paying for something that happened rather than betting on a Saturday in advance.
Because the fee is flat, your balance divides into a whole number of guests, and the portal shows you that number rather than a currency figure to interpret. 148,500 points at a 140 DP fee is 1,060 more guests — so you top up when the runway looks short against the weekend you have booked, not when an invoice surprises you.
The guest keeps playing. A session already underway is allowed to run the balance a little below zero rather than ending someone's birthday party at the till, and the session is flagged unfunded on your dashboard so you can top up. Unfunded sessions still pay developers, so leaving them to pile up is not free — but no guest ever sees an error because of it.
Because the app stores take up to 30% of anything bought inside an app, and they take it before the money reaches your park. Buy here and none of that happens: the full amount lands in your balance, and subscribing discounts it a further 10–33% on top, with the discount deepening as the plan gets bigger.
Never. Half of every entry fee already goes into a developer pool, split by where your guests spent their time. You do not sign title deals, negotiate rates or chase invoices — and because the split follows playtime, every developer on the platform has a reason to make the thing standing in your park better.
They convert at full face value: 1 ticket = 500 DreamPoints, credited as purchased points, which never expire. For 90 days after you switch, every session is also capped at 500 DP, so nothing can cost you more than a ticket did while you find out what your park really prices at. In practice most parks settle well below the cap.
No — bring your own and manage them through ArborXR, ManageXR or our MDM, whichever you already run. Renting is for operators who would rather not own depreciating hardware: units arrive configured and enrolled, cost 1,500 DP per headset per week, and scale down the moment you stop needing them. Renting does require an active DreamPoints plan, because a recurring fleet needs a recurring balance behind it.
Your fleet is marked delinquent and you get a grace period of three days to top up, during which everything keeps working normally. Past that, the rented units are remotely locked until the balance is settled — rented hardware only, never your own, and never mid-session. Paying clears it.
No minimum spend, no term, no per-park licence fee. Plans are monthly and cancel any month; points you already bought stay in the account after you cancel. The fleet is the only commitment, and it is week to week.
Yes, and it is the fastest way to reach us. Operators compare what actually draws a crowd, developers take requests for the attractions they build next, and new titles, jams and events are announced there before anywhere else.
Sign in and the numbers above become yours. No park yet? The app builds one.
Create an account, place your first attractions, set your price, and open. You know what every guest costs before the first one walks in.