Building a new product is a huge competition, and we know how to challenge this. We think about the game's future and build it as a scalable product. Our team covers all the parts of the game development process. We have the experience of launching the products to Live, know how to manage the pain points with analytics, LiveOps and DevOps, have the expertise in Web3, blockchain tokenomics and in-game economy. Thanks to our modules system (ready to use modules of game functionalities that we’ve developed through the years of experience) we save the development time and budget.
LiveOps = ROI
- The market now requires more players` engagement as CPI is getting higher (a user is more expensive)
- Retention plays a huge role in games. Having high retention means the longer monetization with ADs or In-app
- LiveOps mechanics are targeted at the main KPIs and Conversion and Monetization are in the list
- The higher Lifetime and the better Conversion and Monetization are - the more successful your business model and ROI
Check out the list of the available LiveOps modules that can be easily integrated into your project
Progress Bar
- Designed to enhance player engagement, retention, and monetization by offering a rewarding experience.
- Key Focus. Encourage deep play over time, reward consistency and volume of actions (e.g., kills, puzzles solved, distance run).
- Rewards. The event features multiple rewards, including stars and other in-game items.
- Time Limit. The event is time-bound, with a countdown timer showing 22 hours and 8 minutes remaining
- Common Pairings: Often works well with Battle Pass systems or during major update cycles.
Metric |
Benchmark |
Participation Rate |
40–70% of DAU |
Completion Rate (All Tiers) |
15–30% |
Retention Boost (D7/D14) |
+10–25% |
Revenue Uplift |
+15–35% if monetized tiers |
Dice Progression
- Dice Ladders Theme. The game board follows the classic "Snakes & Ladders" format where players roll dice to move their piece along the board.
- Key Metrics. Progress-based reward system with strong visual/collectible appeal.
- Snakes. Landing on a snake tile sends the player back a few spaces, which is a setback.
- Ladders. Landing on a ladder tile allows the player to advance more quickly.
- Rewards. The board includes various rewards such as stars, special items, and coins.
- Dice Rolls. Players have a limited number of dice rolls, visible in the lower right corner.
Metric |
Benchmark |
Engagement Rate |
25–50% of DAU |
Session Frequency Increase |
+15–35% |
Revenue Uplift (if gated) |
+20–50% |
Completion Rate |
10–25% (varies with size) |
Dice Round
- Progression and Currency. Players collect banknotes from rewards. These banknotes are used to pay for rolls.
- Key Target. Progress-based reward system with strong visual/collectible appeal
- Dice Rolls. The dice display the number of moves the player's piece will make on the game board.
- Rewards and Points. Players collect rewards and earn Dice points for event's progress bar.
- Bonus Dice Points. For completing specific laps.
- Tournament. Players compete in the tournament by spending tournament currency during the event.
- Leaderboard and Prizes. The more tournament currency a player spends, the higher their position.
Metric |
Benchmark |
Engagement Rate |
25–50% of DAU |
Session Frequency Increase |
+15–35% |
Revenue Uplift (if gated) |
+20–50% |
Completion Rate |
10–25% (varies with size) |
Tips: Stronger results when paired with daily milestones or time-gated dice refill mechanics.
Slot
- Big Win: Slot Tournament Theme. spin the reels to earn rewards and progress in the tournament.
- Key Metrics. Gamify reward collection, drive re-engagement, and FOMO. Often monetized through ads or soft currency.
- Progression and Currency. Collect tickets and use them to spin the slot machine and earn Slot points.
- Rewards and Points. As players spin the slot machine, they earn Slot points. These points automatically contribute to the upper progress bar of the tournament.
- Time Limit. There is a finish countdown timer.
Metric |
Benchmark |
Daily Usage Rate |
30–60% of DAU |
Ad Engagement Rate (Rewarded) |
10–25% of DAU |
Soft Currency Sink Uplift |
+15–40% |
Retention Boost (D1–D7) |
+5–10% |
Albums & Collections
The "Album Event" is designed to enhance player engagement, retention, and monetization by offering a structured and rewarding card collection experience.
Key Metrics. Encourage long-term progression and repeated play through collectible sets that unlock rewards when completed.
Metric |
Benchmark (General) |
Engagement Rate (Active Users) |
30–60% |
Collection Completion Rate (1 Set) |
5–15% |
Repeat Set Completion Rate |
1–5% |
Revenue Uplift (IAP/Ad driven) |
+15–40% |
Ad Engagement Uplift (if rewarded) |
+25–50% |
Retention Uplift (D30+) |
+10–25% |
Features
- Card Packs. Obtained through gameplay, ads, or purchases.
- Duplicate Sink. Trade, convert, or fuse duplicate cards (reduces frustration).
- Limited-Time Sets. Events tied to seasonal albums (e.g., Halloween collection).
- Gacha-style Drop Rates: Rarity tiers (common → legendary) increase FOMO and monetization potential.
Best Practice
Provide near-complete sets as event rewards to encourage spend to finish.
Introduce completion bonuses like exclusive skins, boosters, or stat boosts.
Add social mechanics: trading, gifting, or leaderboard-style bragging rights.
Liveops. Daily Bonus
Daily Bonus. A player receives a daily reward for logging in 7 or 30 days in a row.
Key Target. Encourage daily engagement and habit formation
Progress and Rewards. Reward increases from day to day and may reset due to skipping a single day.
Engagement. builds a habit of returning
Retention. boosts early D1–D7 retention
Metric |
Benchmark (General) |
Claim Rate (D1–D7 users) |
50–85% of DAU |
Full Calendar Completion Rate |
20–40% (7-day) / 5–15% (30-day) |
D1–D7 Retention Uplift |
+5–20% |
Session Frequency Boost |
+10–25% |
ARPDAU Uplift (if monetized) |
+5–10% |
Liveops. Piggy Bank
Piggy Bank. During gameplay, a portion of earned coins is stored in a piggy bank. To unlock the bank, the player must pay a fixed fee.
Key Target. Accumulate soft/hard currency over time (based on gameplay), then sell the contents to the player for a fixed IAP price — creating a perceived earned value and strong conversion incentive.
Progress and Rewards. Reward depends on player’s segment and may have various capacity and price.
Monetization. motivates players to increase the value before purchase.
Metric |
Benchmark (General) |
Activation Rate (shown to DAU) |
60–90% |
Purchase Conversion Rate |
3–10% of DAU |
Revenue Contribution |
10–25% of IAP |
Re-purchase Rate |
30–50% (after first buy) |
ARPPU Uplift (if optimized) |
+10–20% |
Liveops. Wheel Of Fortune
Wheel of Fortune. A player gets 1 free spin per day. An additional spin can be unlocked via ads or in-game currency.
Key Target. Use randomness to engage players daily and drive retention, ad engagement, and occasional monetization (via extra spins or premium wheels).
Progress and Rewards. The wheel offers rewards of varying value.
Retention. Extra reward for daily visit
Monetization. monetized via rewarded ads and spin purchases.
Metric |
Benchmark (General) |
Daily Participation Rate (DAU) |
30–60% |
Ad Engagement Uplift (if rewarded) |
+25–50% |
Conversion Rate (Extra Spins) |
2–6% of DAU |
Retention Uplift (D1–D7) |
+5–10% |
Session Time Uplift |
+5–15% |
Liveops. Daily/Weekly Tasks
Wheel of Fortune. Players get a list of 3–5 daily tasks. Tasks are limited by time.
Key Target. Increase habit-forming behavior, boost short-term retention.
Progress and Rewards. Completing of tasks rewards players per every task and per bunch of tasks as extra.
Engagement: Push players toward specific goals
Retention. Generate tasks on daily basis. Extra reward for gameplay.
Monetization. monetize via “auto-complete” or skip for difficult tasks.
Metric |
Benchmark (General) |
Completion Rate (Daily) |
60–90% |
Completion Rate (Weekly) |
30–60% |
Retention Uplift (D1/D7) |
+3–10% |
Engagement Time Boost |
+15–30% |
Liveops. Referral
Referral Program. The system includes a clear progress tracker and claimable milestone rewards. Includes backend deep-link solution.
Key Target. Incentivize players to invite friends by offering in-game rewards to both the referrer and the referred player upon install, action, or progression.
Progress and Rewards. Get rewards for inviting friends.
Retention. social reinforcement — more fun with friends.
Monetization. increases user base organically.
Metric |
Benchmark (General) |
Participation Rate (DAU) |
5–15% (organic-focused) |
Install-to-Invite Ratio |
1:0.5 to 1:2 (mid-funnel) |
Conversion Rate (Referral → Install) |
20–60% |
Retention Uplift (Referred Users) |
+10–25% D7/D30 |
CPA Reduction (vs. paid UA) |
-30–80% |
Liveops. Streak Event
Streak Event. A player gets increasing rewards for winning in a row. Streak resets to 0 or moves a step back in case of losing a round.
Key Target. Motivate players to log in or complete tasks for multiple consecutive days, with increasing rewards and a strong fear-of-missing-out (FOMO) if the streak is broken.
Progress and Rewards. Completing of tasks rewards players per every task and per bunch of tasks as extra.
Retention. encourages “play every day” behavior.
Monetization. offers a “save your streak” option via purchase or ad.
Metric |
Benchmark (General) |
Participation Rate (DAU) |
40–70% |
Full Streak Completion Rate |
15–35% (7-day) / 5–10% (14-day+) |
Retention Uplift (D7/D30) |
+8-10%/1.5% |
Conversion Rate (Streak Save) |
1–4% (via ads or currency) |
Session Frequency Increase |
+15–30% |
Liveops. Progress Spin
Progress Spin. Players spin a wheel to move along a reward-filled path. Reaching the end of the track grants a large final reward (e.g., a treasure chest). The event is time-limited.
Key Target. Progress-based reward system with strong visual/collectible appeal
Retention: encourages daily play to reach the goal before the timer expires
Monetization: extra spins can be purchased or earned via ads
Metric |
Benchmark |
Engagement Rate |
25–50% of DAU |
Session Frequency Increase |
+15–35% |
Revenue Uplift (if gated) |
+20–50% |
Completion Rate |
10–25% (varies with size) |
Liveops. Risk & Reward
Risk & Reward. Players are presented with 4 choices per round (e.g., cards, boxes, chests). They can continue picking to accumulate rewards. A hidden bomb resets all progress if triggered. Players can cash out at any time or risk continuing for bigger rewards.
Key Target: Conversion
Metric |
Benchmark (General) |
Average Choices Made Per Session |
3–5 |
Cash-Out Rate Before Bomb |
40–60% |
Bomb Trigger Rate (by design) |
10–30% |
Event Participation Rate (DAU) |
20–50% |
Conversion Rate (Revive/Retry) |
2–7% of DAU |
ARPU Uplift (via retries/IAP) |
+10–25% |
Liveops. Flash Offer
Flash Offer. A instant limited-time offer, triggered by in-game event. Offers are highly attractive and time-sensitive, designed to trigger quick decisions.
Key Target: Boost revenue via urgency and FOMO tactics.
Engagement: option of instant advantage
Monetization: strong first-purchase conversion driver
Metric |
Benchmark |
Conversion Rate (IAP) |
3–8% during flash events |
Revenue Uplift |
1.5x–3x vs. normal days |
Tap-through Rate |
10–25% of DAU (if surfaced) |
Liveops. Scroll Offer
Scroll Offer. A limited-time offer with a sequence of rewards. Rewards could be payable, free or ads-driven.
Key Target: Gamify the shop itself — players scroll through a linear or randomized feed of offers, revealing better or exclusive bundles the deeper they go. Creates a mini-progression loop.
Engagement: taps into player curiosity — “What’s next?”
Monetization: excellent upsell funnel from free → low → mid-tier
Metric |
Benchmark (General) |
Engagement Rate (Scroll Depth) |
30–70% of users scroll ≥5+ |
Tap-to-Purchase Rate |
5–12% on surfaced offers |
Conversion Rate (Overall) |
3–8% of DAU |
ARPPU Uplift |
+15–35% |
Average Offers Viewed |
6–15 per session |
Liveops. Temporary Boost Offer
Temporary Boost Offer. A limited-time promotional offer where players can purchase a time-limited booster. Demants presence of time-booster functionalities or parameters in a game.
Key Target: Increase play frequency and perceived value, often tied to IAP or timed events.
Engagement: incentivizes players to play more
Retention: Increase game session length and period
Monetization: low-barrier offer with high perceived value
Metric |
Benchmark (General) |
Usage Rate (if free) |
40–70% of DAU |
Conversion Rate (if paid) |
3–7% of DAU |
Session Length Uplift |
+10–30% |
Revenue Uplift (timed) |
+10–25% |