Hi everyone, and welcome back to the issue!👋
First off, a quick apology for missing the last two Monday issues. I was away for two wonderful weeks on family vacation exploring South Korea. It was an amazing trip, but I’m back, refreshed, and ready to dive back in. I hope you missed me just a little!

We have a packed issue today, so let’s get right to it.


Off-App Funnels: Direct Web Shops vs. Cross-Game Offerwalls
Moving players outside the app environment is becoming an increasingly frequent strategy across casual and midcore games. It’s turned into a major lever for boosting LTV, bypassing store platform fees, and keeping long-term engagement fresh. Looking at Travel Town and Pixel Flow shows two neat, completely different ways studios are executing this off-app playbook.
In Pixel Flow, they take a partner-first approach using an external offerwall powered by Xsolla. Instead of pushing direct web sales, their shop includes a "Partner Offers" button that redirects players to complete quests in other games for free gold.

In Travel Town, they focus on building their own branded Web Shop through the "Town Loyalty" program. In-game pop-ups send players straight to their browser to claim daily gifts, track loyalty points, and even add the web app to their home screen. It gives them a direct channel to sell to players while skipping store commissions entirely.

I really like how these two highlight different sides of the same coin. Travel Town uses the web to build long-term retention and steer players toward higher-margin direct purchases, while Pixel Flow uses external offerwalls to monetize non-payers who would rather spend time than cash.
If you’re looking to expand beyond basic in-app purchases, testing either a direct web store or a web-based offerwall is definitely worth a shot.
Turning Gameplay Into a Price Reduction
Instead of serving up a standard, static discount pop-up, GoGo Magnet! uses an event called "Squeeze the Price" to turn a sale into an active progression loop.
Players collect event tokens (oranges) during core gameplay to fill up a juice bar. As the bar fills, it physically reduces the real-money price of the offer—knocking it down from $49.99 (at a 20% discount) to $39.99 (at 45% off), with potential to scale up to 80% off.

I like this direction because it gives players a strong sense of agency. The more they play, the better the deal becomes, transforming a standard purchase prompt into something they feel they "earned" through effort. The crossed-out old price alongside the growing discount percentage makes the visual progression immediately obvious.
If you're looking to refresh traditional store sales, testing dynamic price-reduction mechanics tied to active play is definitely worth trying.


Email Retargeting: Newsletter-Driven Win-Backs
Email is quickly becoming a cheap, powerful way to bring lapsed players back into the game without paying for retargeting ads.
In this example from Monopoly GO!, the setup likely works because the player's game ID is tied to their email (via an in-game newsletter pop-up). The smart assumption here is that once their system detects inactivity for a few days, it automatically triggers a personalized win-back email offering 50 free rolls.

I like this because the handover is completely seamless. Clicking the CTA in the email deep-links you straight into the game, instantly pulling up an "Exclusive Newsletter Gift" modal so you can claim your reward in one tap.
This is a great reminder that one of the biggest hidden benefits of starting an in-game newsletter early isn't just content updates—it gives you a direct, owned channel for retargeting down the line without relying on expensive ad networks.
If you capture player emails in-game, setting up automated win-back triggers tied to deep-linked rewards is an easy win for re-engaging lapsed users.


Michael Kopelovich
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