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Web shop pricing and bonus currency: what top games give

Web shop bonuses from Supercell, Monopoly GO and Epic, what bonus currency costs next to a cash discount, and the platform and consumer-law limits on price claims.

Last reviewed 7 min read19 sources

In short

  • Published web currency bonuses run from 10% (Hay Day resource packs) to about 16% (Monopoly GO rolls), and Epic gave Fortnite players 20% back in Epic Rewards. Supercell’s 30% on Brawl Pass Plus is a progress bonus, not currency. Xsolla, a vendor, recommends 5 to 10%.
  • At the same $100 price, a 10% currency bonus leaves you about $95 after an illustrative 5% payment cost. A 10% cash discount leaves about $85.50. The bonus costs goods you have not sold yet; the discount costs cash on every sale.
  • Google’s US compliance terms say it will not require a price based on whether Play Billing is used. Apple’s guideline 3.1.3(b) lets web currency be spent in the iOS app only if the same items are also sold there as in-app purchases.
  • In the EU the 30-day prior-price rule for discounts applies to goods, not digital content, but misleading price-advantage claims are still caught by the Unfair Commercial Practices Directive. Loot box odds must be disclosed in iOS apps before purchase.

What top games give on the web

Few studios publish their web pricing rules, so the evidence comes from the stores themselves and from vendors who have catalogued them. The table lists what is on record as of September 2026.

Game or store Web incentive Type Source
Hay Day (Supercell) 10% extra on every resource pack Bonus currency Stash (vendor), Jun 2025
Brawl Stars (Supercell) Brawl Pass Plus bought on the web: 30% progress bonus and 600 Supercell ID Rewards points Bonus progress and loyalty points Stash (vendor), Jun 2025
Supercell Store, all games ID Rewards points on web purchases, redeemable across Supercell games (launched December 2024) Loyalty points Stash (vendor), Jun 2025
Monopoly GO (Scopely) 4,300 rolls on the web for the price of the 3,700-roll in-app pack, about 16% more; Tycoon Club loyalty points Bonus currency and loyalty Stash (vendor), Jun 2025
Fortnite (Epic), US iOS 20% back in Epic Rewards when paying through Epic Rebate in platform credit PC Gamer; The Verge, Jun 2025
Epic Web Shops 5% Epic Rewards on all purchases Rebate in platform credit Epic Games, May 2025
EA SPORTS FC Mobile Web-only bundles and loyalty points (1 USD = 100 points) Exclusive bundles and loyalty Electronic Arts
Vendor guidance 5 to 10% more currency than the in-app equivalent on high-value packs; loyalty tiers preferred to deep discounts Recommendation Xsolla (vendor), May 2024

Every published example gives extra value at the same price. None lowers the cash price; even Epic’s 20% came back as credit to spend in Epic’s own store.

Bonus currency or cash discount: the mechanics

A web purchase can reward the player in two ways. You can give more currency for the same price, or charge less for the same currency. A bonus keeps the full price. The extra currency costs you nothing in cash on the day. It becomes a cost only if the player uses it in place of currency they would otherwise have bought later.

A discount lowers the price. You collect less cash on every sale, including sales to players who would have paid full price anyway.

The table below works through $100 of player spend. It is an illustration, not a benchmark. It assumes a total web payment cost of 5% of the price (processing, fraud, tax handling), close to the headline rates some merchants of record publish (Paddle lists 5% + 50¢); your figure depends on your provider and markets (see hidden fees). It ignores sales tax and VAT, which come off every route.

Route (illustration) Player pays Player gets Store fee Payment cost (5%) Cash to you
In-app purchase, 30% store fee $100 1,000 gems $30 n/a $70
Web, same price, 10% bonus $100 1,100 gems $0 $5 $95
Web, same price, 20% bonus $100 1,200 gems $0 $5 $95
Web, 10% cash discount $90 1,000 gems $0 $4.50 $85.50
Web, 10% bonus, if Apple’s proposed 15% US link fee is approved $100 1,100 gems $15 $5 $80

On these assumptions a 10% bonus collects $9.50 more per $100 than a 10% discount. Two effects narrow that gap over time, and a CFO should model both.

The first is replacement. If a player buys currency to meet a fixed in-game need, 1,100 gems for $100 means they buy about 9% fewer gems later (100 ÷ 1,100). For that player the bonus works like a 9% discount, paid in later months and only while they keep playing. If a player spends a fixed monthly budget, the bonus replaces nothing and costs no cash.

The second is the economy. Extra currency moves players through content faster. That is a design cost, not a payments cost, and it is the reason to test bonus levels rather than copy a competitor’s.

Reported revenue can move the other way from profit, depending on how you present each channel. Publishers commonly book store sales gross, with the store fee in cost of revenue. Web sales through a merchant of record are often booked at the net amount the merchant of record pays you. On that presentation, moving spend to the web lowers reported revenue per dollar of player spend while gross profit rises. Stillfront describes its direct sales as “negative for net revenue but accretive to gross profit and gross margin” in its Q2 2026 report. A currency bonus leaves the price, and so the revenue booked per sale, unchanged; a lower web price reduces it. Net revenue vs gross margin works through each presentation.

Price parity: what each platform says

On the sources we checked, only Microsoft will require a matching offer, and only from 22 October 2026 for games that use Xbox network services. The others limit how or where you can say the web is cheaper.

Platform What the sources say about web pricing Source
Apple, US storefront The contempt order bars Apple from restricting the “style, language, formatting” of links and calls to action. Apple may apply its general content rules to link wording. Epic advertised 20% back Ninth Circuit restatement of the April 2025 order; US rules
Apple, all storefronts Web-bought consumables may be used in the iOS app only if “those items are also available as in-app purchases within the app” (3.1.3(b)) App Review Guidelines
Google Play, US “Google will not require a developer to set a price based on whether Google Play Billing is used” Google Play compliance page
Google Play, Japan Since 30 Sep 2026 web links go through the billing choice program, which must offer players Play Billing alongside the link. The older external payments program, which also barred store listings from mentioning outside purchases, closed to new apps that day and ends after 31 Mar 2027 Billing choice program; external payments program
Microsoft Store and Xbox, from 22 Oct 2026 Store Policies version 7.20, section 10.13.13: games on Xbox network that sell cross-platform content elsewhere must offer the same or better deal in the Microsoft Store, and the section names “bonus virtual currency”. A web-only currency bonus would appear to breach it Microsoft Store Policies 7.20; console rules
Steam In-game purchases must use the Steam microtransaction API. For keys sold elsewhere: “don’t give Steam customers a worse deal than Steam Key purchasers.” No public rule on web shop currency prices Steamworks documentation; Steam rules

The 3.1.3(b) condition catches web-exclusive items. A bonus is more of the same currency the app already sells, so it sits inside the rule. A bundle sold only on the web contains items the app does not sell as in-app purchases, and the guideline text does not clearly cover spending those in the iOS app. EA sells web-only bundles for FC Mobile; how Apple treats them is not public. Check exclusive items against 3.1.3(b) before you build a catalog around them.

Price claims under consumer law

Once you advertise a saving, consumer law decides whether the claim is fair. In the EU, the Omnibus Directive added a rule that any announced price reduction must show the trader’s lowest price in the prior 30 days:

Any announcement of a price reduction shall indicate the prior price applied by the trader for a determined period of time prior to the application of the price reduction. The prior price means the lowest price applied by the trader during a period of time not shorter than 30 days prior to the application of the price reduction.

Directive 98/6/EC, Article 6a(1)-(2), as inserted by Directive (EU) 2019/2161

The Commission’s guidance says Article 6a covers goods only and “does not apply to services (including digital services) or to digital content”. Virtual currency sold on a web shop falls outside the 30-day rule. The same guidance adds that the Unfair Commercial Practices Directive “also covers any price reduction announcements or other types of practices promoting price advantages regarding digital content”, so a misleading “save 20%” banner can still breach EU law.

EU consumer authorities set out their expectations for virtual currency in March 2025. Their key principles say the real-money price of in-game content must be shown, practices that obscure the cost (such as mixing currencies or requiring several exchanges) should be avoided, and terms that let a trader “unilaterally modify the value of in-game virtual currencies” should be avoided. For a web shop, that means showing the price in money next to the currency amount, and not quietly shrinking bonus packs later.

Loot box odds

Apple’s rule applies to any app selling randomized items:

Apps offering “loot boxes” or other mechanisms that provide randomized virtual items for purchase must disclose the odds of receiving each type of item to customers prior to purchase.

Apple App Review Guidelines, 3.1.1

The guideline governs the app, not your website. If the web shop sells the same boxes, publish the same odds there. Players compare, and a box with odds shown in the app and hidden on the web invites complaints and chargebacks.

Pricing checklist

  1. Start with a bonus, not a discount. Published currency bonuses run from 10% to about 16%, and Xsolla recommends 5 to 10%. Test two levels against a holdout.
  2. Model the bonus at your real payment cost and at 0%, 15% and 27% Apple link fees before promising it for a season.
  3. Show the real-money price beside every currency pack and keep pack sizes stable once advertised.
  4. Check every web-exclusive item against Apple guideline 3.1.3(b) before it goes on sale.
  5. Have counsel approve any “cheaper than the app store” wording for each market.
  6. Publish loot box odds on the web shop wherever the game discloses them in-app.

Questions studios ask

How much bonus currency should a web shop give?

The published examples run from 10% (Hay Day resource packs) to about 16% (Monopoly GO rolls) and 20% (Epic Rewards on Fortnite purchases through Epic). Xsolla, which sells web shops, recommends 5 to 10% on high-value packs. Test at least two levels with a holdout before settling.

Is a bonus cheaper than a discount?

In cash, yes. A bonus keeps the full price and hands over extra currency that only costs you something if it replaces a purchase the player would otherwise have made. A discount lowers the cash you collect on every sale, including sales to players who would have paid full price.

Can I advertise my web shop as 20% cheaper than the App Store?

In the US the court order bars Apple from restricting the language of your links, and Epic advertised its 20% reward. Any price-advantage claim must still be true and comparable under consumer law. In the EU that means the Unfair Commercial Practices Directive; check the claim with counsel in each market.

Do I have to disclose loot box odds on my web shop?

Apple’s guideline 3.1.1 requires apps offering randomized paid items to disclose the odds before purchase. The guideline governs the app; if the same boxes are sold on the web, publishing the same odds there keeps the two consistent and meets EU authorities’ expectation that loot boxes comply with consumer information rules.

Sources

  1. Microsoft Store Policies, version 7.20, section 10.13.13 · Microsoft · effective 22 Oct 2026
  2. Supercell Store breakdown · Stash (vendor) · 17 Jun 2025
  3. Monopoly Go store breakdown · Stash (vendor) · 4 Jun 2025
  4. New Epic Games Store Webshops and revenue share update · Epic Games · 1 May 2025
  5. Tim Sweeney didn’t expect a five-year Fortnite ban · The Verge · 3 Jun 2025
  6. Epic ramps up rewards to encourage players to use its payment system · PC Gamer
  7. Web-exclusive currency · Xsolla (vendor) · 23 May 2024
  8. EA SPORTS FC Mobile webstore launch · Electronic Arts
  9. App Review Guidelines, sections 3.1.1, 3.1.1(a) and 3.1.3(b) · Apple · checked 8 Oct 2026
  10. Changes to Google Play in the US (compliance with the Epic v. Google injunction) · Google Play Console Help
  11. Billing choice program (EEA, UK, Australia and Japan) · Google Play Console Help
  12. External payments program (Japan) · Google Play Console Help
  13. Steam Keys · Valve (Steamworks)
  14. Microtransactions (in-game purchases) · Valve (Steamworks)
  15. Directive (EU) 2019/2161 (Omnibus Directive), Article 2 inserting Article 6a into Directive 98/6/EC · EUR-Lex
  16. Commission guidance on the interpretation and application of Article 6a of Directive 98/6/EC (2021/C 526/02) · European Commission · 29 Dec 2021
  17. Key principles on in-game virtual currencies · CPC Network / European Commission · 21 Mar 2025
  18. Pricing · Paddle · checked 16 Sep 2026
  19. Interim report Q2 2026 · Stillfront · 24 Jul 2026

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