Build a game

Convenience IAP hub

Test convenience without turning free play into friction

A convenience upgrade should solve a named annoyance without manufacturing that annoyance or making normal play feel deliberately broken.

Authentic Bunny gameplay used as context for convenience iap testing
Real gameplay context: BunnyUse the playable result to evaluate placement and UI state—not as proof of a completed transaction.

Concrete design brief

Worked example: a 50 Koin extra loadout slot

Keep two loadout slots free and fully usable. Preview a permanent third slot for 50 Koin, explain that it does not add combat power, and reveal the empty third slot only after successful delivery.

Open the playable result →

Required state chain

Specify the whole IAP flow

  1. 01

    Show the free baseline and upgraded state

  2. 02

    Label one permanent slot at 50 Koin

  3. 03

    Provide Confirm and Cancel choices

  4. 04

    Preserve two slots on insufficient balance

  5. 05

    Reveal the third slot after success

  6. 06

    Reload and restore the purchased capacity

Before release: replace mocked balances and local flags with authenticated transaction records, idempotent delivery, platform-required consent, security review, and a support/refund process.

Related IAP design hubs

Move to the closest purchase intent

Cosmetic IAP Content unlock Consumable IAP Purchase flow testing Player trust

Focused questions

Convenience IAP FAQ

When does convenience become pay-to-win?

If payment creates material competitive power or deliberately degrades the free experience, it is no longer a neutral convenience offer.

Should convenience upgrades be permanent?

Not always, but duration must be explicit. Permanent upgrades also need a durable entitlement and restore path.