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Beginner 15 min4 modules
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Battle Pass Blueprint

Design a battle pass that keeps players grinding — without feeling predatory.

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Instant access • 15-min focused lesson • Lifetime access

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About this course

The definitive 15-minute tactical guide to building a battle pass system that drives retention and revenue for your indie game. Learn the exact framework used by a dev whose mobile title hit $10K/month, broken down into actionable steps you can implement this weekend.

Free Preview — Actual Course Content

Sample Tier Structure Breakdown

Here's a real example from the course — a 50-tier battle pass structure for a mobile RPG with a 60-day season. This is the exact framework Marcus used to generate $10K/month:

1
Tier 1 (Premium)

Exclusive character skin — the instant "sell" that makes players buy the pass on day one. Perceived value: $8-12 standalone.

2
Tiers 5, 15, 25, 35, 45

Premium currency drops (50-100 gems each). Players earn back ~60% of pass cost in currency, making it feel like the pass "pays for itself."

3
Tier 25 (Free Track)

A desirable weapon skin on the free track. This is strategic: it shows non-buyers what premium quality looks like and drives conversion at the halfway mark.

4
Tier 50 (Premium)

Animated legendary skin with particle effects. The aspirational "I need to finish this pass" motivator.

📊 Quick Reference
Free Track Rewards
30-40% of total — keeps F2P players engaged
Premium Track Rewards
60-70% of total — perceived value 5-10× the price
Optimal Tier Count
50 tiers over 60 days = ~1.2 tiers/day
XP Split
60% dailies · 30% weeklies · 10% passive play
Target Completion
Completable with 1 week to spare (reduces churn)
🔒

The full course includes exact XP curve formulas, pricing psychology for the $5/$10/$20 tiers, catch-up mechanics that prevent late-joiner churn, and a revenue-per-season calculator.

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What you'll learn

Structure free vs. premium reward tracks that convert free players into paying ones

Calculate optimal pass length and XP curves using real retention data

Design FOMO-driven limited rewards without triggering player backlash

Price your battle pass using the $5/$10/$20 tier psychology framework

Course modules

01

Pass Architecture

Free vs. premium tracks, tier count, and reward pacing that keeps players logging in daily.

02

XP & Progression Math

The exact formulas for XP curves, daily/weekly challenges, and catch-up mechanics.

03

Reward Design

What to put at each tier — cosmetics, currency, boosters — and the psychology behind placement.

04

Pricing & Monetization

Data-backed pricing strategies, bundle offers, and how to sell the premium upgrade.

I implemented Marcus's blueprint in my tower defense game. Revenue went from $200/mo to $3,400/mo in the first season. The XP curve formula alone was worth 10x the price.

J
Jake R.
Tower Siege Online

Your instructor

MC
Marcus Chen
Indie Game Dev & Monetization Designer

Shipped 3 mobile titles with battle pass systems. His latest game hit $10K/month recurring revenue within 60 days of adding a seasonal pass. Previously worked at a mid-size studio before going indie full-time.

What's included

🎬15-minute focused video lesson
📋Downloadable framework cheatsheet
📊Real revenue data & benchmarks
🔄Lifetime access to updates
$4.99one-time payment
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