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.
Universal campaign events you schedule from the dashboard. Same 5 types for every game on the platform.
SDK-fired events for high-urgency game moments. Stored in your game's offer trigger rules — enable only the ones that apply.
Events seeded for your game's genre (RPG, Match-3, Battle Royale…). Reflect mechanics that only make sense for your genre.
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.
| Event | When to use | Best player segment | Typical offer |
|---|---|---|---|
sale | Weekend, holiday, or milestone | payingwhale | Double-value currency pack or bundle at reduced price |
tournament | Competitive event is live (leaderboard open) | payingactivewhale | Boost pack, XP multiplier, exclusive tournament items |
battle_pass | Season start or 2 weeks before season end | activepayingat_risk | Battle pass purchase ($3.99–$9.99) or tier-skip bundle |
limited_offer | Time-limited flash sale (24–48h) | never_purchasedpaying | Best-value pack with countdown timer, one-time-only badge |
challenge | Weekly challenge or achievement push | activereturning | Booster 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.
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.'
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.
Fires when: Player's energy resource hits zero (RPG, simulation, idle)
Best offer: Energy bundle ($0.99–$2.99) — restore and get a bonus.
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.
Fires when: Player opens the in-game store (intent signal)
Best offer: Starter pack or best-seller prominently placed ($0.49–$1.99).
Fires when: Player completes their very first IAP (any amount)
Best offer: Follow-up bundle at discount within 60 min — highest LTV window.
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.
Fires when: Player unlocks a significant achievement or milestone
Best offer: Celebratory pack ($0.99–$2.99) — 'You've earned this!'
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.
Fires when: Player is overtaken in a leaderboard or ranking
Best offer: Competitive booster ($2.99–$9.99) — 'Take back your rank.'
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.
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.
| guild_war | Guild vs Guild event starts | payingwhale | ★★★★ |
| boss_raid | Boss encounter begins | whalepaying | ★★★★★ |
| dungeon_event | Dungeon/event content drops | activepaying | ★★★ |
| hero_summon | Player attempts summon with low currency | payingactive | ★★★★ |
| season_pass | Season pass active, player behind on progress | activepaying | ★★★ |
| hard_level_fail | Player fails a hard level 2+ times | stucknever_purchased | ★★★★★ |
| booster_depleted | Player uses their last booster | activepaying | ★★★★ |
| move_count_low | 5 or fewer moves remain but level not complete | stuckactive | ★★★★ |
| near_perfect_clear | Level finished with bonus objectives almost met | activepaying | ★★★ |
| prestige_ready | Player meets prestige threshold — maximum offline gains available | activepaying | ★★★★★ |
| offline_earnings_peaked | Offline production has capped (idle income maxed) | active | ★★★★ |
| production_bottleneck | A production chain is blocked by a slow node | activepaying | ★★★ |
| upgrade_chain_complete | Major upgrade unlocks a new tier | paying | ★★★ |
| board_full | Player's merge board is full — cannot add new items | activenever_purchased | ★★★★★ |
| merge_chain_complete | Long merge chain completes creating a rare item | activepaying | ★★★ |
| rare_item_emerged | A high-tier rare item appears on the board | payingwhale | ★★★★ |
| inventory_overflow | Player's storage is full | activepaying | ★★★★ |
| final_circle | Player reaches top 5 / final zone | activepaying | ★★★★ |
| ranked_placement | End of ranked match — especially after demotion | payingactive | ★★★ |
| loadout_locked | Player cannot equip preferred item (not owned) | activenever_purchased | ★★★★ |
| kill_streak | Player achieves a kill streak milestone | activepaying | ★★★ |
| pack_opening | Player opens a card pack | payingactive | ★★★★ |
| deck_incomplete | Player builds a deck missing key cards | activenever_purchased | ★★★★★ |
| ranked_decay | Player's rating is about to decay from inactivity | at_riskpaying | ★★★★ |
| collection_milestone | Player reaches a collection % milestone | paying | ★★★ |
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.
| Segment | Event | Priority | Why this combination works |
|---|---|---|---|
| never_purchased | level_fail_near_miss | 10+ | First-time buyer + frustration = highest first-IAP moment. $0.49 one-time removes every barrier. |
| never_purchased | board_full (Merge) | 10+ | Board blocked and player cannot progress. Strongest conversion pressure in the genre. |
| stuck | hard_level_fail (Match-3) | 10+ | 3rd consecutive fail + stuck segment = player knows exactly what they need. Help framing, not 'buy.' |
| whale | boss_raid (RPG) | 10+ | Top spender facing hardest content = maximum willingness to pay. No price ceiling. |
| at_risk | season_ending_soon | 10+ | Lapsing player + expiring value = re-engagement window. Season FOMO is the hook. |
| paying | upgrade_blocked | 10+ | Proven spender blocked by currency gap = frictionless sale. They already decided to spend. |
| never_purchased | (any) | 3 | Generic first-purchase fallback. $0.49 one-time on any trigger — baseline conversion. |
| returning | (any) | 3 | Welcome-back deal fires on any trigger — always relevant for returnees. |
| stuck | (any) | 3 | Generic 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.
Dashboard → Live Ops → Event Types → "Add Custom Type". Enter a lowercase snake_case name and pick a colour. Immediately available in trigger rule configuration.
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
The moment players hit a wall. level_fail_near_miss for puzzle/action, board_full for merge, lives_depleted for casual. Fastest revenue impact.
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.
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.