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.

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
- 01
Show the free baseline and upgraded state
- 02
Label one permanent slot at 50 Koin
- 03
Provide Confirm and Cancel choices
- 04
Preserve two slots on insufficient balance
- 05
Reveal the third slot after success
- 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
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.