How to Build an Effective Offer System in Your Game
Download PDFHow to Build an
Effective Offer
System in Your Game
Discover how top games structure Offer System, what’s
new, and how to build a scalable system that performs.
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Playliner
by Sensor Tower
Playliner
, Sensor Tower’s state-of-the-art platform for analyzing
Live Ops, enables you to dive into a rich repository of events,
updates, and monetization offers across hundreds of top games.
Whether you’re designing a new offering, reengaging existing
players, or optimizing your monetization tactics, use
Playliner to
secure your competitive edge in the mobile gaming world.
This report gives you a preview of the rich insights available
in-platform – use these evidence-based recommendations to
move with confidence and revamp your strategy for 2026.
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ARpU growth comes from multiple levers:
Conversion, Repeat Purchases, Average Transaction Value, Demand
While Shop covers basic, always-on needs
Offers deliver higher value, urgency, and personalization
Adaptive offers respond to player behavior, needs, and capacity to pay
LTV Maximization
Segmentation & Personalization
The goal is not just to sell
WHY Do You Need an Offer System?
A good offer system:
●
Helps players overcome friction
●
Supports progress at critical moments
●
Feels like ‘this is exactly what I need right now’, not pressure
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The more offers you have, the better they perform
Players don’t want
more
offers → They want the right offer, at the right moment, for the right reason
Cheaper offers always mean a better conversion strategy
Low entry price boosts conversion
However, some players are ready to pay more from the start
Starting too cheap hides willingness to pay and caps future spend
Players buy only emotionally – because of visuals and excitement
Players buy only rationally – by calculating value and efficiency
Purchases happen at the intersection of emotion + calculation + context.
Visuals and presentation attract attention, while value is evaluated
intuitively
, not through deep calculations.
So HOW do you avoid
these mistakes,
and build an
effective offer system?
Common Myths
About Offers
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Offer Types & Visualization
What types of offers exist and
what problem each one solves
Core Building Blocks of an Offer System
Triggers & Timing
When and why an offer appears
Segmentation & Personalization
Adapting offers to player behavior,
context, and capacity to pay
Offer Compatibility
Offers don’t compete or cannibalize
each other
Clear comparison and value differentiation
Economic Balance
Economy-aware design
Controlled inflation and sustainable value
1
2
3
4
5
6
Pricing Strategy
Increase when players are ready
Roll back when they are not
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Offer Types
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When choosing offer types, focus on:
There are dozens of offer types on the market today.
But that doesn’t mean you need ALL of them.
Next, we’ll break down the
TOP-performing offer types
and what makes them work.
More offers ≠ better performance.
A strong system is built on a few
types that work well together.
Your KPIs
– what exactly you want to
improve (conversion, repeat rate, ARPPU)
Visual variety
– to keep offers feeling fresh
and ‘new’
System synergy
– offers should
complement each other, not compete
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The simplest and most stable offer type
Simple & focused
●
One clear bundle
●
No visual noise
●
No competing choices
Why it works
●
Extremely effective with
Segmentation
●
Perfect fit for
Starter Packs
How it’s used
●
Shown at session start
●
Or triggered by key moments
(return, cooldown,
progression)
Role in the system
●
Acts as the
baseline offer
●
A reference point for: pricing and value
Login Offer
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One of the top monetization touchpoints in
most games
Right place. Right moment:
●
Appear exactly when the player hits friction
Typical triggers:
●
Level-based games → Revive / Play On
pop-up
●
Other genres → Out of Сurrency pop-up
Why they work:
●
Offer exactly the resource needed to
continue progress
●
No choice overload – immediate solution
Price and Value:
●
Price and value must match the real cost of
continuation
●
These offers rely more on
context and need
,
not on aggressive price scaling → no extreme
price points (e.g. $50+)
Triggered Offer
Revive Pop-up
Out of Spins
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Always something to buy
●
Endless Offer works like a
’10-in-1′
deal
●
Buy one – another is already waiting
Built-in self-segmentation
●
Players choose how deep they go
●
Some stop at 2, others at 5 or complete the
whole chain
Strong ARPPU driver
●
Depth is defined by player willingness, not
forced pricing
●
Start cheap, scale smoothly: Low entry price
→
repeat purchases → gradual check growth
Two scaling strategies
●
Price increases step by step
●
OR: Same price, but higher value (better for
repeat purchase)
Endless Offer
Strong visual hook
●
Each purchase unlocks
‘
extra rewards for FREE
‘
●
6-slot or 3-slot Offers – great for rotation. Same Structure, new Visuals
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1+X Offer
Common Visual & Reward Variations
1. 1+1 format
Buy one – get the same pack for free
Classic, easy to read, triggers discount instincts
2. Mirror format (1 + half + half)
FREE rewards visually match the paid pack
Identical tiles = strong feeling of high value
3. 1+6 or 1+12 formats
Sheer number of FREE rewards feels stunning
Creates a hypnotic ‘too good to ignore’ effect
4. 1+X with a focus on rare currency
Different rewards, one clear highlight
Premium or rare items drive perceived
generosity
This offer type is all about visuals and variety
Same core value – completely different perception
Psychology over math
Multiple FREE tiles create an illusion of overwhelming
value. Rational thinking switches off
(+highlighted by twin chipmunks)
1+1 Offer
1+half+half Offer
1+12 Offer
Focus on Rare
Currency (Pearl)
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2-3 Bundles in One Offer
Common Design Patterns:
1. Anchor the higher-priced options
●
First bundle is intentionally weak
●
Visually smaller and less attractive→
Makes the next 1-2 options look
significantly better
2. Comfort vs premium contrast
●
1-2 options sit in a ‘comfortable’ price
range
●
3rd option is expensive but clearly more
valuable
●
Visual emphasis + attention to the premium
choice
3. ‘Buy Them All’ option
●
Multiple balanced bundles OR Buy them
ALL with
20-40% OFF
●
Converts indecision into a higher total
check
Choice architecture as a monetization tool
●
Adds
built-in Segmentation
inside a single offer
●
Side-by-side options enable
controlled
comparison
and intentional emphasis
(use
Anchoring, Decoy effect)
Clearly highlighted by color and size.
More than 2Х value without a 2Х price.
Smoothly guides the player toward the highest-priced
purchase – both visually and through balance.
The ‘Buy All’ price is only slightly higher than the most
expensive offer: a $2 difference – while the value gain is $10+2
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Battle Pass+
Common Short-Term Variations (2-3 days)
●
Endless Offer + Currency from activity
a.
Progress generates currency –
abandoning it feels wasteful
b.
Purchase unlocks accumulated value
●
Chain Activity Pass
(Royal Match)
a.
Goals progress simultaneously and
stack
b.
Next milestone always feels ‘just a bit
away’
How to Balance It Properly
●
Base activity → average offer Bonus
●
Above-base activity → higher Bonus Value
Why Battle Pass Works
●
‘I’ve already progressed so much –
buying feels logical’
●
And vice versa – Buying unlocks the desire to
finish the pass and maximize rewards
However,
Main Limitation of Battle Pass: Low
purchase frequency
: 1 purchase per 14-30 days
Battle Pass
Endless Offer +
Currency from Activity
Chain Activity Pass
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Stamp It
A short-term
purchase-loyalty mechanic
Inspired by midcore & café loyalty systems – but
compressed in time
Why It Works
●
Drives repeat purchases
Rewards are unlocked only after
multiple
buys
●
Controls minimum check
Stamps are granted only for selected offers or
price tiers
●
Turns spending into a goal
‘I’m just one purchase away from the reward’
How It Increases LTV (Example)
●
Player baseline:
~$10 per purchase
, 1-2 buys in 3 days
●
Stamp event rule:
3 purchases,
min $7 each
●
Result:
To unlock all rewards →
$21+ total spend
Don’t set the bar too high –
too much friction kills motivation
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Other
Milestone Offer
Shop: Special Offer / Coupon
Disco Wheel
Starts with low-priced spins, but both price and
attraction grow as valuable slots remain.
Strong driver of
repeat purchases
Triggered by reaching a meaningful milestone –
players buy on
positive emotions
, even without
currency deficit.
Coupon store bonuses (e.g.
‘+100% value on all
purchases’
) are an
underrated
but powerful
monetization lever.
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Piggy Bank
Starter Pack
Event Currency Offer
Sells event-specific currency, often combined
with core currencies. Especially
effective near
the end of events
– albums amplify urgency.
Leverages the
‘already earned value’
effect
– you
just need to unlock it. Still psychologically strong,
even if newer offer types have partially replaced it.
Strong visual presentation paired with
significantly higher value. Designed to secure
the
1st Purchase
fast and confidently.
Other
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Offer Triggers
and Placements
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A purchase usually requires multiple touches – or
one exceptionally strong trigger
This is how most marketing campaigns work: the
idea needs time to
mature
before it turns into a
purchase.
An offer needs to be:
●
Introduced
(‘seen’ by the player)
●
Triggered
at the right moment (out of Currency,
lose the progression of the event, etc)
●
Easy to access
(lobby, shop)
If players can’t quickly find an offer,
it effectively doesn’t exist.
Offer Exposure: One
Touch Is Rarely Enough
The Road to
Repetitive Marketing
Studies show that a prospect customer needs to
see/hear an advertiser’s message
at least 7 times
,
before they take actions
7x
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Core Offer Triggers
Game Entry (Login / Opening the Game)
●
Many companies fear pop-up overload
●
In reality, this is one of the most effective
exposure points
‘Out of Currency’ Moment
●
Especially strong for
Merge, Solitaire, Casino
genres
●
The same offers can be shown here and on login
●
Sequential exposure works well
Level Failure → Continue Level Offer (Revive)
●
Core trigger for level-based games
●
Clear friction → clear solution
Positive Moments (Momentum Triggers)
●
Purchases don’t happen only in deficit
●
Players buy
‘on a high’
– before friction appears
●
Especially effective when offers are:
○
clearly valuable
○
limited in time (5-10 minutes / now
or never)
Revive Offer
Out of Currency
Positive Moment
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Offers Pricing
& Segmentation
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Why you may need Segmentation:
●
Players have
different willingness to pay
●
One price cannot fit everyone
●
Without segmentation, you either:
○
under-monetize high-potential players
○
or push low-payers away
Segmentation helps you:
●
scale prices only
when players are ready
●
protect conversion for low spenders
●
maximize long-term value
What segmentation is
not
●
Not ‘make offers more expensive for payers’
Segmentation:
Start With Why
Quantity
Price
One Offer
Segmented Offer
Quantity
Price
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Segmentation is powerful – but it’s not always the first priority.
You can wait if:
●
The project is at an
early stage
●
Offer types, pricing, or economy are
not yet stable
●
You’re focusing on
1st Conversion offers
(here segmentation by country, UA source, or device matters more)
●
You don’t have enough data to read player behavior reliably
●
Your features already include
self-segmentation
(Endless offers, Chain offers, 2-3 Bundles in one offer)
●
Your offers are
not segmented
or only
minimally segmented
(Revive offers, Battle Pass)
●
The game relies on
cheap traffic + ad monetization
(segmentation is still important – but mainly for ads, not offers)
When Simple Pricing Is Enough:
Don’t Over-Segment Too Soon
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Simple Pricing Logic
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You don’t need a complex monetization system
from day one
●
A simple
step-up
/
step-down
logic works
well both for new projects
●
And even for Top games (e.g. Royal Match –
for selected offer types).
Simple Pricing Logic
How It Works (Basic Logic)
●
Offers are split into
Tiers
(each Tier = higher price + higher value)
●
Player
BUYS
the offer → move
+1 Tier Up
(shows readiness to pay more)
●
Player does
NOT BUY
for some time →
move
-1 Tier Down
(price pressure is
reduced)
●
Rollback speed can be tuned via
Recency
(higher tiers → slower rollback)
This creates a self-adjusting price ladder.
Start
+1 Tier
-1 Tier
BUY
DON’T
BUY
Tier 1
Tier 2
Tier 3
Tier 4
Tier 5
Tier 6
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●
The
Travel Deal
offer changes depending on how many times the player has purchased it. The cost of this
offer increases sequentially with each new purchase.
●
However, if the player stops purchasing the offer, its price does not remain high. When the offer next
appears, its cost is reduced by one step – to the previous level.
Royal Match: Example
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The system follows the same tier logic as
described above.
●
The offer has
7 Tiers
, priced from
$0.99 to
$99.99
●
The player starts from
Tier 1
– the cheapest
pack (
$0.99
)
●
From there, the offer moves
Up
or
Down
the
ladder based on player behavior:
○
purchase → Tier goes
+1
Up
○
no purchase during the period → Tier goes
-1
Down
●
The rollback is intentionally slow –
prices usually drop only after a long pause
(e.g.
~1 week without purchases)
Royal Match: Example
Start
+1 Tier
-1 Tier
BUY
DON’T
BUY
$0.99
$2.99
$6.99
$19.99
$44.99
$79.99
$99.99
Purchase #
Offer price, $
Before purchase
0.99
After 1st purchase
2.99
After 2nd purchase
6.99
After 3rd purchase
19.99
After 4th purchase
44.99
After 5th purchase
79.99
After 6th purchase
99.99
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Segmentation
Important Parameters
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Recency
●
Time since last purchase
●
For non-payers:
lifetime recency
is even
more important
→ Shows
how warm
the player is right now
Segmentation Parameters: What We Look At First
Average Transaction Value
●
One of the most underrated parameters
●
Often more predictive than Total Spend
→ Defines the player’s
comfortable price
zone
Max Payment
●
Shows upper
potential
, not behavior
baseline
●
Usually used as a supporting signal, not
a primary one
Frequency
●
How often the player buys
●
Strong indicator of habit vs impulse
spending
●
Shows upper
potential
for repeat
purchases
Contextual Parameters (Deeper Layer)
●
Country
●
UA source
●
Device
●
Player Engagement and Turnover
●
etc
Total Money (Spend per Period)
●
Good for broad grouping
●
Weak alone – strongest when combined
with Recency & Average Transaction
Value
1
2
3
4
5
6
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Recency
●
For payers
→ time since last purchase
●
For non-payers
→ lifetime recency
(how long the player has been in the game
without converting)
What it tells you
:
How long the player hasn’t paid.
Whether it’s time to act – or step back
Why it’s critical
●
One of the main signals for
price rollback
●
Especially useful when prices were pushed
above the player’s comfort zone
Typical use cases: High Recency → reduce pressure,
lower price, reintroduce value
Frequency
●
Less Important at the beginning
●
Strong indicator of
repeat purchase potential
●
Paying frequency =
habit formation.
And habit
is one of the strongest monetization driver
RFM: Recency, Frequency
Recency
Frequency
The freshness of the customer
activity, be it purchases or visits.
E.g. Time since last order or last
engaged with the product
The frequency of the customer
transactions or visits.
E.g. Total number of transactions or
average time between
trasactions/engaged visits.
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Look at the data, not assumptions
Build Graphics and ask 3 Key Questions:
1.
After how many days do players
stop paying
?
2.
After how many days does a
repeat purchase
usually happen?
3.
Where does the
drop-off
become visible?
These points define your Recency buckets.
Game 1
Game 2
For example:
●
As shown in
Game 1
graph, players keep
converting up to
Day 6
and then hit a plateau
●
Whereas, in
Game 2
, the active conversion
window lasts
only
3 Days
.
That’s why
Recency
thresholds
(e.g., when to
aggressively drop Starter Pack pricing)
should be different for these games.
How to Set Recency Thresholds
There is no universal Recency setup. Each project has
its own
purchase rhythm.
1 day
is always the starting point → From there, everything depends on
player behavior.
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What it shows
●
How much the player has spent
in Total
over
their lifetime
Pros: Why it’s useful
●
Good for high-level grouping (non-payer /
payer / whale)
●
Works well as a secondary or supporting
signal
Cons: Where it fails
●
Says nothing about current readiness to pay
●
A player who spent $100 a year ago may
behave like a non-payer today
○
This can be mitigated by also tracking
Total
Spend over a recent period
(e.g.
last 30 days – adjusted to your project’s
purchase cycle)
●
Total Money reflects
spending potential,
NOT spending behavior
○
It shows
how much
a player has spent
overall,
○
but not how they usually pay – at which
price points and with what consistency.
Total Money
What Total Money tells us
●
Player’s
spending potential
+ spend
dynamics
over time
●
At a high level, our goal is to
maximize Total Money
What Total Money does NOT tell us
●
How
this Revenue is achieved: many small purchases vs a few big ones
●
What
actually changed in behavior: repeat purchases? higher price points?
Total Money (Per Period)
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Total Money = $500
50 purchases × $10
Comfortable with microtransactions
Pays often, in small amounts
(often seen in casual and puzzle players)
Total Money = $500
5 purchases × $100
Prefers big, high-value deals
Pays rarely, but in large chunks
(often seen in gambling and chance-based games players)
Let’s look at 2 players with the same Total Money, but completely different payment behavior patterns.
Player 1
Player 2
Strategy
●
Core offers around
~$10
●
Few beneficial offers in the
$10–20
range to gently scale the check
●
Non-aggressive upsell through: Endless Offers, 3 in 1 Offers
●
Main goal:
build repeat purchase habit
Strategy
●
Don’t underprice
●
If the player is comfortable with
$50
, avoid flooding them with
$3–5
deals
●
Focus on: premium bundles, high-value, clear propositions
●
However:
If the player hasn’t paid for a long time and has moved
away from their usual purchase rhythm, it’s reasonable to
gradually
lower the price
to re-engage them – without an abrupt drop
From Total Money to Average Transaction Value (ATV)
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ATV ~ The player’s real comfort zone
Why it matters
●
Predicts how players react to price changes
●
Helps avoid:
○
underpricing high-potential players
○
overpricing frequent low-check buyers
Long-Term Reality
●
It’s easier to
build a habit of regular payments
at a comfortable price
●
Only after that does it make sense to carefully
increase the Average Transaction Value
Psychologically,
a lot of players are far more
willing to:
●
spend a small amount multiple times
●
than make one large payment
This is why frequency + comfort zone often
outperform one-off high prices.
Average Transaction
Value (ATV)
ATV +1
ATV
ATV -1
How to use it
●
Core offers should sit close to the ATV
●
Upsell offers should be:
○
slightly above it
○
clearly more valuable
○
non-aggressive
Comfort Zone
Higher Price
Lower Price
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Smooth out Outliers
●
Abnormal purchases (e.g. a payment that
differs from the average by X%) should have
lower weight
Exclude non-representative purchases
For example:
●
non-segmented offers: Battle Pass, etc
●
the cheapest Shop purchases
Weighted Purchase History
●
Recent purchases should influence
segmentation
more strongly
●
Example weighting:
○
4-5
for recent purchases
○
2-3
for older ones
The goal is to capture typical behavior, not noise.
ATV: Practical Notes
Sometimes You Should Step Down
Should you always offer only the comfort price and higher?
Not always.
Especially at high price points
–
After a higher-than-usual purchase,
the old price may still feel
emotionally comfortable
while the new one felt like a stretch.
–
Giving a temporary step-down option
What Happens If You Don’t Step Down
If the price stays too high for too long:
Scenario 1 (Best case)
–
Player loves the game, keeps playing
–
Eventually converts again (even with higher price)
–
Important:
don’t raise the price further
– hold the tier, especially at
high values
Scenario 2 (Risk)
–
Player stops buying
–
Engagement drops
–
Higher churn risk
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MaxPayment – potential signal, not a baseline
Don’t Overreact to One High Purchase
What it shows
●
The highest single payment a player has ever made
●
Indicates upper spending potential, not regular
behavior
How it should be used
●
Signals how expensive an ‘Premium’ offer
can
be
○
Complements the core pricing logic, not
replaces it
●
Core offers should still be priced
around the
player’s Average Transaction Value
●
Expensive offers should appear
in parallel
, not
instead of core ones
Max Payment
Example
A player usual pattern is $10–15 purchases
Their once paid $30 during a holiday event.
→ Max Payment shows potential
→ ATV + Frequency show reality
Core Offers =
$10-15 (according to Average Transaction Value)
Premium Offer =
$30 (because of the MaxPayment – potential)
Average
Transaction Value
$10-15
Lower Price
Max
Payment
$30
Basic
Core Main Offer
~$15
Expensive
ATV + Offer
up to $30
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Country / Tier
●
Lower-tier countries often monetize worse
●
Conversion and ARPU expectations should be
adjusted accordingly
UA Source
●
Higher-quality traffic:pays more often, shows higher
loyalty
●
Cheaper traffic: lower conversion, weaker repeat
behavior
Player Progress (Level)
●
Early-game players convert easier on cheap offers
●
Mid / late-game players accept higher prices and
more complex bundles
●
Consider inflation: at higher levels, offers often need
more currency per $ to stay meaningful
Other Parameters
Device
●
iOS and Android often behave very differently – if we are talking about Offer System
●
Offer systems should be analyzed separately
●
BUT you should be ready to support 2 distinct systems
Interesting fact:
●
Expensive Android devices (e.g. premium Samsung) sometimes behave like iOS
●
Cheaper iPhones can behave closer to Android
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ML & Personalization
The Highest Level of Segmentation
The most advanced form of player segmentation
is
personalized offer management powered by
ML
.
No matter how strong a system is –
even one designed with deep analytics –
ML can push it further.
●
Processes more signals than any manual
system
●
Finds patterns humans miss
●
Continuously adapts to player behavior
●
At scale, you can start using even more
parameters and dependencies
Important Reality Check
●
ML still requires
A/B testing
●
Results must be
carefully analyzed
●
ML only works properly at
large scale
Without enough data, ML adds noise – not value.
ML Segmentation: Beyond Cluster
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Offers as a System
Designing Compatible Offers
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Goal:
get more players to make their purchase
What works best:
–
Low-priced offers
–
Clearly выгодные, easy-to-read bundles
–
Strong visuals and marketing framing
KPI First
The ultimate
Goal
is simple:
Maximize LTV
.
But
HOW
you get there defines what kind of offer system you should build.
Different KPIs → different strategies → different offer design.
Goal:
make paying players spend more
What works best:
●
Price ladder near the comfort zone
●
Premium offers placed next to
standard ones
●
Clear extra value or unique rewards for
higher tiers
Goal:
increase purchase frequency
What works best:
●
Endless / Disco-style offers
●
Stamp It or Loyalty mechanics
●
Low starting price → repeat purchases
→
higher total spend
A strong offer system rarely focuses on one KPI only
The best systems
Сombine all three
– but with a clear priority depending on your game, stage, and audience.
Maximize Conversion
Average Transaction Value
Drive Repeat Purchases
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Do offers have different levels of profitability?
Is the value gap between them clear and justified?
Are price steps consistent across the system?
Does pricing feel intentional – not random?
Can players
understand
why one offer
costs more than another?
Do different offers serve different player needs?
Or are they just variations of the same bundle?
Are offers visually distinguishable?
Can players instantly tell what is special
and what is premium?
Main Components
Visualization
Content Variety
Pricing Logic
Value Balance
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Visualization
Above, we covered different offer types.
They vary in perception – and different players
gravitate toward different formats.
There’s no need to launch everything at once:
●
2-3 offer types
are enough for a solid start
●
4-5 offer types
are ideal for a mature,
well-balanced system
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Visual Tricks That Work
Highlight the winning option
●
Use
color, size, or framing
to draw attention to
the best-value offer
●
One offer should clearly feel like
‘Best Value’
Show bonus value
relative to the
cheapest
option
in Shop
●
Not the nearest price in Shop
Bonus VS Discount
●
‘+100%’ is much more popular, than ‘-30% OFF’
FREE parts feel like real bonuses
●
FREE items are psychologically processed as a
Gift
, not as part of the price
Animations amplify value
●
Use Animations to help emphasize large bonuses
and visualize reward application
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43
Content Variety
If all offers contain the same items with only a
10-15% value difference
– the system quickly becomes boring
Add Rare Resources. Instantly
increase perceived value
Use Chests with reward ranges
instead of exact numbers. Creates the
chance-based excitement
Different offers can lean toward
different currencies: boosters, hard
currency, side currencies
Use Event-Specific Content: Cards
for Albums, Event currencies
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Pricing Logic
Variety Beats Precision
Imagine this situation:
A player opens the game and sees
3 different offers – all priced at $19.99
.
●
Yes, looks like you hit the Average
Transaction Value
●
But:
○
offers feel interchangeable
○
there’s no real choice
○
no price ladder
Why Price Variety Matters
Different price points allow you to:
●
introduce
meaningful variety
●
give players
real choice
●
gently move players to a
neighbor price tier
(up or down, without pressure)
You typically
won’t see this exact setup in-game
– it’s a mix from different days.
But let’s imagine these offers appeared side by side.
What do we notice?
●
Different visuals, even though the offer structure is the same
●
Currency amounts vary, but not by much
a.
Each one gives roughly 1.5-2K energy, 450-700 gems, plus some extras
●
So you see ‘four offers’… but there’s
barely any real choice
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Pricing Logic
What You Need to Do
Build a
segmentation simulation
:
●
Input player data
(Recency, ATV, Total Money,
etc.)
●
Identify the player’s segment
●
See
exactly which offers and
prices
this player will see
Value is split across different currencies –
harder to judge, but both still feel good.
Almost identical content, but different
prices
($7.99 is clearly a bad deal).
Same price, but the second offer’s
content is noticeably worse.
The System Trap
Offers are often balanced in isolation – and that’s
the trap.
A single offer may look fine on its own,
but break the logic of the
entire system
.
This is especially risky when: different offers have
different price ledder
Every new offer must be checked inside the
system.
●
Not just: ‘Is this offer good?’
●
But: ‘How does it look next to all other offers
for this player?’
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Value & Bonuses
When to Show, When to Hide
If the value is truly high – show it clearly
●
Use bold labels and highlights
●
Compare value relative to the cheapest Shop
purchase
●
Make the advantage instantly readable
If the value difference is small – make it implicit
●
Shift value into:
○
event currencies
○
chance-based rewards / loot boxes
○
boosters (harder to evaluate)
●
Reduce direct comparison
Important reminder
Players usually estimate value at a glance,
anchoring on the core currency.
It becomes the reference point for all comparisons
Even complex offers are anchored to this first
impression.
Beautiful presentation shows
‘+200% More’
– but this applies only to the
$99.99
offer
For the cheap
$5.99
offer, the real bonus is just
+25% More
Animation and Visuals
strongly amplify perception, highlighting the bonus part as
‘2X Bigger’
,
even when the actual value increase is modest
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Travel Town. Example 1
What we see here
1) Different formats + triggers
Same economy goal, but delivered
through different entry points:
●
Endless
(progress loop)
●
Out of Currency
(hard friction)
●
Daily Login
(session start)
2) Price variety creates real choice
Price range:
$17.99 → $34.99*
Works as a soft price ladder:
●
easy to
stay in comfort zone
●
possible to
trade up
●
possible to
step down
without
feeling ‘downgraded’
*
I usually pay
$19.99
,
sometimes
$4.99 / $22.99
and only rarely
$29.99
●
Core content is consistent:
Energy + Gems
●
But each offer adds a different ‘hook’:
○
2
= clean, standard bundle
○
1 & 4
= extra layers
(chests + timed booster)
→ harder to value, adds excitement, blurs comparison
○
3
= strong focus item
(special card pack)
→ ‘unique value’ framing, not just more currency
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Travel Town. Example 2
A natural question arises:
Isn’t the $4.99 Disco offer too cheap?
This is where the offer mechanic matters:
●
The offer is designed for a
series of
purchases
●
Once a reward is claimed, it’s removed
from the pool → only the most
attractive rewards remain
●
Each next spin
costs more
The common trap:
●
You start with ‘cheap’ purchases:
$4.99 → $5.99 → $6.99 → $7.99
●
Each step feels well below your usual
$19.99 comfort price
●
But after just 4 purchases, you’ve
already spent:
$25.96
As a Result: Cheap ≠ bad
The principle here is similar:
●
Different visual presentations
●
Wide price range from
$4.99 to $29.99
(with a clear anchor around
$19.99)
●
Non-standard content: chests, merge-chain items
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Disney Solitaire. Example 1
Same Principles in Action
Wide price range:
$6.99 → $22.99
Closely matches real behavior:
●
frequent purchases
up to $14.99
,
●
occasional
$22.99
Looks like a mix of
ATV logic + Max Payment
potential
Low entry price ($6.99)
●
Designed for
a purchase sequence
, not
a one-off deal → total value is unlocked
through repeat buys
Multiple Visualization formats
●
1+X FREE
●
Endless + Currency
●
Chain Activity
●
Simple Login Offer
Smart value distribution
●
High value is anchored in coins
●
Other currencies let players choose
which event or feature to focus on
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Another Example – Wide Range, Clear Anchors
●
Completely
different presentation
across all 6 offers
→ each feels like a unique option, not just a variant
Disney Solitaire. Example 2
Wide price range:
$4.99 → $36.99
●
$4.99
is a low-friction entry, designed for
repeat purchases
●
$36.99
looks premium and convincing:
○
1.2M coins
– a strong psychological anchor
(1M+ feels ‘Big’)
○
at first glance, it appears
much more valuable
than nearby offers
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Economy & Balance
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52
Start With a Clear Baseline
●
Always define a
reference point
●
All value comparisons happen
relative to
this Anchor
How to Define the Anchoring Point?
1. Cheapest Shop Pack –
a single, universal reference
point
●
Used to compare all offers across the system
●
Ensures internal consistency: This is your
internal measuring unit.
2. Nearest Price Point
– player baseline
●
The closest Shop pack or Bundle by price
●
Reflects
how players
actually compare offers
How players think:
●
‘I’m ready to pay
$10
‘
●
‘Which option around
$10
is better?’
●
Comparison happens against:
○
similar-priced offers
○
cheaper alternatives
How to Calculate
Value and Bonuses
The image clearly shows a
Сomparison Trap
.
●
When compared to the
Cheapest purchase
, all offers look good →
+12%
to
+50%
bonus
●
BUT when compared to the
Nearest price point
, the picture changes:
○
the
$7.99
offer becomes clearly
bad
(-10%)
– it gives only
4.5K
coins instead of
5K
○
the
$14.99
offer is just
neutral
(0%)
– no real advantage
Result:
Out of 3 offers that look ‘valuable’ vs the cheapest pack – only 1 out of 3 is truly good in real
player comparison.
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Offer Systems Are Never Static
●
An offer system is
not
something you set up once and forget.
●
It’s
alive and dynamic
.Every new: offer, event or feature –
reshapes the
system
, even if you didn’t touch existing offers.
Balance: Anchoring Point
Example: Real Case
Initial setup
●
Offer value calculated vs cheapest Shop pack
●
Average offer value:
100-200%
What changed
●
A global +100% bonus to the entire Shop started running on
~95% of days
What This Actually Means
●
The baseline instantly became +50% stronger
●
Your ‘1’ – the reference point – moved
●
Offer value effectively dropped
●
Even though:
○
offer balance didn’t change
○
prices didn’t change
The system changed – because the base changed.
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Balance:
The Real Value of the Purchase
Currency value is multi-dimensional
– and players subconsciously compare it across money, time, and progress.
●
$ value
●
Price point / ATV
●
Comparison with real-life spend
(‘cup of coffee’ logic)
Money (IAP
Time
Game / Event Progress
FREE Income
●
Waiting time skipped
●
Gameplay time saved
●
Fewer retries / faster completion
●
Number of potential levels
●
Number of boosters / attempts
●
Amount of Event Currencies
●
How many levels to beat for the
same reward
●
How many bonuses to collect
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Recalculate Your ‘1’ Regularly
With every new offer, event, or bonus:
●
re-evaluate your
baseline reference
●
recheck value ratios across the system
A stable balance can break silently.
New Offer: Growth or Cannibalization?
Every new offer should answer one question:
●
Is this
incremental revenue
●
or just
redistribution
?
If it only steals conversion from existing offers –
it’s not growth.
Track Currency Burn Rate
Always monitor
how fast players burn purchased currency
.
If burn is too slow, you have two options:
●
Increase sinks
(difficulty, costs, progression friction)
●
Reduce offer value
Both work – but have very different side effects.
Store Order Matters
Changing the
order of offers in the Shop
:
●
shifts attention
●
changes perceived value
●
affects conversion – even if prices stay the same
Never treat order as cosmetic.
Other Life Hacks
Every change has a system-level impact.
If you don’t check the system – the system will check you.
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56
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