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t1k:designer:base:events

FieldValue
Modulebase
Version1.13.2
Effortmedium
Tools

Keywords: collab, event, event banner, event currency, event shop, limited-time, LTE, seasonal event, themed event

/t1k:designer:base:events

  • Designing a limited-time event (LTE) from scratch
  • Designing event currency, event shop, or event milestones
  • Planning a seasonal event (Halloween, CNY, Holiday)
  • Designing a collaboration event (IP collab, crossover)
  • Monetizing an event (event banner, bundle, premium pass)
  • Writing event names or copy that doubles as marketing
  • Planning event art brief aligned to store screenshots
IntentPath
Design LTE structure end-to-endLTE Architecture
Design event economy (currency, shop)Event Economy
Plan event monetizationEvent Monetization
Plan event marketingMarketing Perspective
IP collab eventreferences/event-design-templates.md → Collab section
BPC case study referenceCase Study: BackpackCrawler
Anti-patterns referenceAnti-Patterns
TierDurationSystems
Minor2-3 daysDaily quest variant
Standard5-7 daysEvent currency + shop
Major14-21 daysEvent pass + shop + banner
Season60-90 daysBattle pass + ranking + LTE
  • Event name reads as marketing copy (evocative, memeable, searchable)
  • Entry hook playable within 2 min of login
  • Daily event quest yields visible event currency progress
  • Milestone track shows final exclusive reward upfront (FOMO anchor)
  • Shop refreshes mid-event for re-engagement
  • Countdown timer visible in final 24h
  • Post-event: exclusive rewards “retired” — visible but uncollectable

references/event-design-templates.md — event brief template, milestone track, collab checklist

  • Single event currency per event (multiple = drop in engagement)
  • Earn split: daily quest 40% / event mode drop 40% / login 20%
  • Earn rate: free player earns ~70% of shop over full event duration
  • Shop size: 6-10 items; 1 exclusive + 3-4 re-run items + 2-3 consumables
  • Mid-event refresh: swap 2-3 items at midpoint — announce on social
  • Currency expiry: 7-day grace period after event ends (urgency without punishment)

references/event-economy.md — earn rate tables, pricing formulas, currency flow model

Revenue tier order:
1. Event banner / limited-time gacha (highest)
2. Event premium pass (paid track)
3. Event bundle ($4.99-$9.99: exclusive cosmetic + 2× currency + booster)
4. Premium bundle ($19.99-$29.99: same + extra cosmetic + banner pull)
5. Currency top-up / accelerator
  • Banner pity: per-banner counter only — does NOT carry across banners
  • Reveal banner contents 48h before launch (community hype cycle)

references/event-monetization.md — bundle formulas, banner rates, pity tables

Events are marketing. Every decision should be evaluated for shareability, pressability, UA leverage.

  • Name must be evocative and searchable (players search for guides/leaks)
  • Test: “Would a TikTok thumbnail with just this name get clicks?”
  • Good: “Phantom Eclipse Festival”, “Crimson Harvest”, “Neon Carnival”
  • Avoid: “Spring Event 2026”, “Monthly Challenge”, “New Content”
  • Major LTE: event-week D7 cohort typically 5-10% higher than non-event cohort
  • ARPDAU during major events: +25-50% vs baseline
  • Post-event LTV: event completers show 30-40% lower churn in following 30 days
  • Event creative outperforms evergreen UA ads by 1.5-3× CTR

Store Screenshots (Mandatory for Major Events)

Section titled “Store Screenshots (Mandatory for Major Events)”
  • Update screenshots 2 days before event launch (Apple review buffer)
  • Screenshot 1: event key art + name; Screenshot 2: exclusive cosmetic
  • Submit for Apple In-App Events slot (free editorial-adjacent placement)

references/event-marketing-playbook.md — press cycle, influencer brief, store checklist

Case Study: BackpackCrawler / Backpack Inu

Section titled “Case Study: BackpackCrawler / Backpack Inu”

Full detail: references/event-monetization.md §BPC + references/event-design-templates.md §BPC. Sources: Story.md §12, Systems.md §2.3-2.4 §3.3 §20, revenue-mix.json (locked 2026-04-29, Round 3 corrections 2026-05-02).

  • Wk 4 — “The Annual Picnic”: cozy seasonal, exclusive Picnic Blanket cosmetic + 2× Seeds drop weekend
  • Wk 8 — “Black Friday Returns”: re-run vault, shop-bundle anchor, premium pass refresh tier
  • Wk 12 — “Quarterly Earnings”: 8-Act gauntlet (whole campaign back-to-back) + Mythic-tier reward drop

Take Your Pet to Work Day · Casual Friday · All-Hands Meeting · Pizza Party · Office Olympics — each ~15-25h prod, theme-tied to the workplace satire pillar; Wk 11 gets “Mochi’s Photo Album” mini-event (lore re-collection, dead-week mitigation).

Event Monetization (Tier 3 Heavy IAA stack)

Section titled “Event Monetization (Tier 3 Heavy IAA stack)”
  • Banner pity (per-banner, no carry): 1.6% featured rate displayed; soft pity at 70 pulls; hard pity at 90 pulls
  • Bundle attach to event: Standard $4.99 (4-5× value) → Premium $9.99 (6-8× value) → Whale $49.99 (10× banner pulls + cosmetics)
  • Event ARPDAU lift: target +25-50% vs $0.17-0.19 base case (realistic_base_corrected scenario)
  • D7 dual-threshold: target 20% / floor 18% — auto-revert kill-switch to Tier 2 if D7 < 18% any week

Tier 3 ad density (interstitial 1/run + 3-banner placements + push pressure) erodes cozy perception 5-10% per soft-launch survey. Mitigations baked into every event: Frank-voice sponsor framing on every ad surface, dual-tier ad-free pass escape valve ($4.99 / $9.99), opt-in push only with anti-FOMO copy, hard exclusions on emotional moments (post-death, FTUE, Day-1).

Every event LTE in BPC inherits the cozy-pillar contract: event design must front-load Frank-voice sponsor framing and back-load the ad-free pass cross-sell. No event ships without a 1-question Pollfish cozy-perception survey at Wk 4 + Wk 8 (target ≥3.8/5; floor 3.4/5).

→ Full per-game breakdown in references/event-design-templates.md §Benchmarks. Summary:

  • Royal Match — Propeller Rush: weekend tournament, +14.6% revenue lift, single-mechanic tournament structure (PocketGamer)
  • Survivor.io: bi-weekly events sustain $5-6M/mo at year 3; TikTok-driven UA + event creative outperforms evergreen 2-3× CTR (Gamesforum)
  • Genshin Impact — double-banner events: ~+30% revenue uplift on 6-week patch cycle; banner reveal 48h before launch is the press-cycle gold standard (Bittopup)
  • Marvel Snap — monthly seasons: first-Monday cadence + thematic cross-promo + season-pass anchor; predictable cadence = press-cycle-friendly (Marvel Snap Zone)
  • Brawl Stars — Brawl Pass + brawler drops: 6-8 week cadence + Brawl Talk reveal cycle (community hype 72h before launch)
  • Stumble Guys — IP collabs: monthly collab cadence (Avatar: TLA, My Hero Academia, PAC-MAN, NERF, Hot Wheels) — collab events outperform original IP events by 1.5-2× peak DAU (Scopely)

AppMagic 2025: midcore games run 20-40 events/month; industry grew 73→89 events/mo per game; seasonal peak is October (Halloween portfolio = ~9 concurrent events at top games). (AppMagic LiveOps 2025)

#Anti-PatternProblemFix
1Generic event nameNot searchable, not shareableEvocative name = marketing copy
2Exclusive only via gachaRegulatory risk; player hostilityAlways provide a f2p grind path
3No store screenshot updateMissed featuring opportunityUpdate screenshots for every major event
4Collab without legal clearanceIP dispute forces removalLegal review before art production
5Banner pity carries globallyDevalues future bannersPity resets per-banner
6Event shop static all eventNo return visit hookMid-event item refresh
  • game-liveops — Cadence: how events fit into the monthly live-ops calendar
  • game-economy-design — Event currency earn rates, shop pricing
  • game-shop-offering — Event shop offering algorithms and pity mechanics
  • game-quest-design — Daily event quest structure, milestone reward hooks
FileCoverage
references/event-design-templates.mdEvent brief template, milestone tracks, collab checklist
references/event-economy.mdEvent currency earn rates, shop pricing, currency flow model
references/event-monetization.mdBanner design, bundle formulas, pity tables, revenue tiers
references/event-marketing-playbook.mdPress cycle, influencer brief, store screenshot checklist