Loyalty is a feeling, not a tier.
Tiers, rewards and rituals — designed to make players feel seen, not segmented.
A loyalty program that feels like part of the game.
Launch a first version of a loyalty program that assigns players to tiers, supports tier progression and demotion via season/expiry rules, and enables a basic loyalty store experience.
Two surfaces — a widget that lives inside the game, and a web-based Loyalty Store where players can spend what they earn.
Everything a player needs, one tap away.
- Current tier
- Next tier
- Tier scale and range (SC)
- Season timeline and expiry
- Redeem points (P) balance
- Tier benefits
- CTA to the LP store (web)
A web store where loyalty becomes value.
- — Redeem points balance, always visible
- — Digital goods tab (4–6 examples per studio)
- — Tangible goods tab (coming soon)
- — "My status" view — same info as the widget, store-native UI
- — Guest players must identify before redeeming
Phase 1 assumptions.
Phase 1 assumes single-game participation. Cross-game accumulation is future-ready.
Including guests. Guests have limitations — login required at store entry, no tangible redemption without identification.
0 Progression Points (SC) and 0 Redeem Points (P). Starting tier may vary by LTV (studio decision).
More tiers, more games, more benefits — the system is designed to grow without rework.
Two independent balances. One purchase.
Every in-game purchase grants both SC and P. They're earned together — but they live fully independent lives.
For tier progression only.
- — Earned on every in-game purchase
- — Multipliers per dollar spent, configurable cross-studios
- — No correlation to P
- — Expires with the tier season timeline
For spending in the Loyalty Store.
- — Earned on every in-game purchase
- — Tier-based multipliers, set across all games
- — Not affected by tier demotion
- — Expires 12 months after the last in-game purchase
6 tiers. Configurable. Cross-game names.
Defined as absolute cumulative ranges in the economic model.
Personal — starts when a player enters a tier. Higher tiers can run longer.
Configured per tier. P multipliers set across all games.
Higher tiers can be hidden per studio, to match LTV and avoid frustration.
Tier eligibility is evaluated against total accumulated SC.
Each tier displays its own 0 → next-tier scale. No absolute numbers in the player's face.
Seasons, thresholds, carryover.
Same rule for new tiers and demotions. On tier change, the expiry timer resets.
Excess SC earned beyond the next tier carries over — and can trigger multiple jumps in a single purchase.
Pass the threshold → reset SC to 0, stay in tier. Miss it → demote one tier and reset to 0. Tier 1 never demotes.
Complete the last tier within its season and you start it again — carryover applies. Miss it and you demote one step down.
Redeem balance survives every tier change. SC is the only thing that resets.
Real value at every tier.
Multipliers, daily bonuses, monthly gifts, VIP support, personal offers — configured per tier and per studio. Players see exactly what they get now, and what's waiting one tier up.
From rough sketch to polished surface.
The flow started as low-fi black-and-white screens that locked in the logic — tiers, seasons, carryover — before any visual style. Once the model held up, I layered the identity: star icons, gem tiers, motion and color.
In-game widget. Web store.
Current tier, season countdown, redeem balance — always visible.
One toggle moves between progression missions and the store.
CTA into the LP store carries identity, balance and tier across.
Login once. Never miss a season.
- — FB / iOS / Google logins unlock loyalty automatically
- — Store entry requires authentication
- — Email only required for tangible purchases
- — Cross-game structure is future-ready
- — Days remaining in the season
- — Threshold progress reminders
- — SC about to expire
- — P about to expire