gamemantra.aigamemantra.ai|Developer Docs
Reference

Event Types

Events are the moments in your game when an offer is most likely to convert. The right event at the right segment is everything — a $0.99 offer after a player fails a level for the third time converts 3–5× better than the same offer during idle play.

Architecture: Event types are stored in the database — not hardcoded. Platform campaign types (sale, tournament…) are universal. Behavioral triggers (level_fail, lives_depleted…) are per-game and enabled/disabled per segment. You can also add custom events for mechanics unique to your game.

Three Tiers of Event Types

Every event a player can trigger in your game maps to one of these tiers. Higher tiers have higher CVR because they match a specific need at a specific moment.

Tier 1 — Platform

Universal campaign events you schedule from the dashboard. Same 5 types for every game on the platform.

saletournamentbattle_passlimited_offer+1 more
CVR signal: baseline
Tier 2 — Behavioral

SDK-fired events for high-urgency game moments. Stored in your game's offer trigger rules — enable only the ones that apply.

level_fail_near_misslives_depletedenergy_emptyupgrade_blocked+7 more
CVR signal: 3–5× higher
Tier 3 — Genre-Specific

Events seeded for your game's genre (RPG, Match-3, Battle Royale…). Reflect mechanics that only make sense for your genre.

boss_raidhard_level_failboard_fullfinal_circle+2 more
CVR signal: highest

Platform Campaign Events

You trigger these from the dashboard (Live Ops → Create Event). They represent studio-wide promotions. The AI selects the best offer for each player when they next open the game during the event window.

EventWhen to useBest player segmentTypical offer
sale
Weekend, holiday, or milestonepayingwhaleDouble-value currency pack or bundle at reduced price
tournament
Competitive event is live (leaderboard open)payingactivewhaleBoost pack, XP multiplier, exclusive tournament items
battle_pass
Season start or 2 weeks before season endactivepayingat_riskBattle pass purchase ($3.99–$9.99) or tier-skip bundle
limited_offer
Time-limited flash sale (24–48h)never_purchasedpayingBest-value pack with countdown timer, one-time-only badge
challenge
Weekly challenge or achievement pushactivereturningBooster or helper item tied to challenge completion

Behavioral Trigger Events

These are fired by your SDK the moment a high-urgency game state occurs. The AI shows an offer immediately while the player is feeling the pain or excitement.

How to enable: Dashboard → Live Ops → Trigger Rules → enable the events that match your mechanics. Disabled events are silently ignored — the SDK sends them, but no offer fires.

🎯
level_fail_near_missHighest CVR★★★★★

Fires when: Player fails a level but was very close to winning (e.g. 90%+ complete)

Best offer: Level-skip or power pack ($0.99–$2.99). 'You were so close — finish it now.'

Best for segments:never_purchasedactivestuck
❤️
lives_depletedHighest CVR★★★★★

Fires when: Player runs out of lives in a lives-based game (puzzle, casual)

Best offer: Life refill pack ($0.49–$1.99). Time-limited offer with countdown.

Best for segments:activenever_purchasedpaying
energy_empty★★★★

Fires when: Player's energy resource hits zero (RPG, simulation, idle)

Best offer: Energy bundle ($0.99–$2.99) — restore and get a bonus.

Best for segments:activepaying
🔒
upgrade_blocked★★★★

Fires when: Player cannot afford an upgrade they're trying to buy (not enough currency)

Best offer: Currency pack ($1.99–$4.99) sized to exactly cover the upgrade.

Best for segments:activepayingwhale
🛒
store_opened★★★

Fires when: Player opens the in-game store (intent signal)

Best offer: Starter pack or best-seller prominently placed ($0.49–$1.99).

Best for segments:never_purchasedactiveat_risk
🎉
first_purchase_made★★★★

Fires when: Player completes their very first IAP (any amount)

Best offer: Follow-up bundle at discount within 60 min — highest LTV window.

Best for segments:paying
🔥
binge_session★★★

Fires when: Player has been in an unusually long session (e.g. 45+ min)

Best offer: Session value pack — items that extend the fun of the current session.

Best for segments:activepaying
🏆
achievement_unlocked★★★

Fires when: Player unlocks a significant achievement or milestone

Best offer: Celebratory pack ($0.99–$2.99) — 'You've earned this!'

Best for segments:activepayingnever_purchased
📅
daily_streak_at_risk★★★★

Fires when: Player has not logged in yet today and their daily streak will break

Best offer: Streak saver ($0.49) or free offer — urgency-driven login incentive.

Best for segments:at_riskactive
📊
outranked★★★

Fires when: Player is overtaken in a leaderboard or ranking

Best offer: Competitive booster ($2.99–$9.99) — 'Take back your rank.'

Best for segments:payingwhale
season_ending_soon★★★★

Fires when: Season/pass is ending in 24–72 hours and player has unfinished rewards

Best offer: Season catch-up bundle — tier skip or XP accelerator.

Best for segments:activepayingat_risk

Genre-Specific Events

These events are seeded automatically when you register your game's genre. They capture mechanics that only make sense for that genre — a "board full" event means nothing in an RPG, but it's the highest-urgency moment in a Merge game.

RPGgenre-specific triggers
guild_warGuild vs Guild event startspayingwhale★★★★
boss_raidBoss encounter beginswhalepaying★★★★★
dungeon_eventDungeon/event content dropsactivepaying★★★
hero_summonPlayer attempts summon with low currencypayingactive★★★★
season_passSeason pass active, player behind on progressactivepaying★★★
Match-3 / Puzzlegenre-specific triggers
hard_level_failPlayer fails a hard level 2+ timesstucknever_purchased★★★★★
booster_depletedPlayer uses their last boosteractivepaying★★★★
move_count_low5 or fewer moves remain but level not completestuckactive★★★★
near_perfect_clearLevel finished with bonus objectives almost metactivepaying★★★
Idle / Clickergenre-specific triggers
prestige_readyPlayer meets prestige threshold — maximum offline gains availableactivepaying★★★★★
offline_earnings_peakedOffline production has capped (idle income maxed)active★★★★
production_bottleneckA production chain is blocked by a slow nodeactivepaying★★★
upgrade_chain_completeMajor upgrade unlocks a new tierpaying★★★
Mergegenre-specific triggers
board_fullPlayer's merge board is full — cannot add new itemsactivenever_purchased★★★★★
merge_chain_completeLong merge chain completes creating a rare itemactivepaying★★★
rare_item_emergedA high-tier rare item appears on the boardpayingwhale★★★★
inventory_overflowPlayer's storage is fullactivepaying★★★★
Battle Royalegenre-specific triggers
final_circlePlayer reaches top 5 / final zoneactivepaying★★★★
ranked_placementEnd of ranked match — especially after demotionpayingactive★★★
loadout_lockedPlayer cannot equip preferred item (not owned)activenever_purchased★★★★
kill_streakPlayer achieves a kill streak milestoneactivepaying★★★
Card / CCGgenre-specific triggers
pack_openingPlayer opens a card packpayingactive★★★★
deck_incompletePlayer builds a deck missing key cardsactivenever_purchased★★★★★
ranked_decayPlayer's rating is about to decay from inactivityat_riskpaying★★★★
collection_milestonePlayer reaches a collection % milestonepaying★★★

Segment × Event Precision Matrix

The AI matches offer templates to the combination of player segment + trigger event. A more specific template always wins. Build these combinations first.

SegmentEventPriorityWhy this combination works
never_purchasedlevel_fail_near_miss10+First-time buyer + frustration = highest first-IAP moment. $0.49 one-time removes every barrier.
never_purchasedboard_full (Merge)10+Board blocked and player cannot progress. Strongest conversion pressure in the genre.
stuckhard_level_fail (Match-3)10+3rd consecutive fail + stuck segment = player knows exactly what they need. Help framing, not 'buy.'
whaleboss_raid (RPG)10+Top spender facing hardest content = maximum willingness to pay. No price ceiling.
at_riskseason_ending_soon10+Lapsing player + expiring value = re-engagement window. Season FOMO is the hook.
payingupgrade_blocked10+Proven spender blocked by currency gap = frictionless sale. They already decided to spend.
never_purchased(any)3Generic first-purchase fallback. $0.49 one-time on any trigger — baseline conversion.
returning(any)3Welcome-back deal fires on any trigger — always relevant for returnees.
stuck(any)3Generic help offer for stuck players — 'We know this level is hard' framing.

Adding Custom Events

Your game has mechanics no other game has. Add custom event types to capture them. The AI will learn their CVR signal over time and prioritise them accordingly.

Via Dashboard

Dashboard → Live Ops → Event Types → "Add Custom Type". Enter a lowercase snake_case name and pick a colour. Immediately available in trigger rule configuration.

Via API
POST /v1/games/:id/event-types { "name": "dragon_defeated", "color": "#dc2626" }

Rules: Name must be lowercase letters/numbers/underscores only, 2–30 chars, starting with a letter. E.g. dragon_defeated, pvp_match_won, craft_failed. Platform/genre defaults cannot be overridden or deleted. Custom events can be deleted.

Which Events to Enable First

1st — Your frustration event

The moment players hit a wall. level_fail_near_miss for puzzle/action, board_full for merge, lives_depleted for casual. Fastest revenue impact.

2nd — store_opened

Intent signal — player is already thinking about spending. Enable universally. An offer the moment they open the store converts 3× better than a random pop-up.

3rd — first_purchase_made

Second purchase window. The 60 minutes after a player's first IAP is the best time for a follow-up deal. Enable before you have 100 paying players.