TOP-10 Progression Mechanic for Casino
Progression is a "long loop" of involvement: it builds a habit, gives clear next goals and connects events into a single meta-game. Below are ten mechanics who actually work in casino products if they have an honest economy, anti-fraud and measurability of the net effect (after prizes/bonuses).
General principles of progression
Economy: small "sparks" every 5-8 minutes (eq. €0. 02–€0. 08), the final prizes are partially wagerless (10-30% of the pool).
Caps and honesty: ≤100 points/bet, ≤200 -220 points/min, ≤1500/sutki, prohibition of "perfectly even" micropatterns.
Segmentation: new/mid-core/high-value - different thresholds and density of rewards.
Метрики: Participation_net, Completion, DAU/WAU, Avg/Median Session Time, ΔARPPU (net), Prize&Bonus/Active, жалобы/1k.
RG/KYC: deposit/time limits, cool-off, self-exclusion; cash/big prizes KYC L2 only.
1) XP levels (non-linear scale + prestige)
Bottom line: the player saves XP for "live" actions, grows in levels; each new step is more expensive, but gives "spark prizes."
Design:- Non-linear curve: 'XP _ next = floor (200 1. 18^(level-1))`
- Soft "prestige": after the max-level XP is reset, a rare badge remains.
Economy: microprises at levels (FS, bonus-dust), every 3-4 levels - a modest no-vager (€1- €2).
Antifraud: XP caps/min/day, bet variance, headless/proxy filters.
yaml xp_rule:
event: bet when: payload. bet>=0. 2 xp: "min(floor((payload. win/payload. bet)2), 20)"
caps: { per_minute: 120, per_day: 1200 }
Metrics: level/week,% of those who achieved "prestige," Δ stickiness.
2) Seasonal pass (Free + Premium branch)
The Point: 21-30 days season with XP strip and two award tracks.
Economy: Free-branch - cheap "sparks," Premium - cosmetics/lots/part of a no-vager. Soft cap pool 80-90%, hard 100%.
A/B: length 21 vs 30 days; density of microprises; Free-final cache vs loot.
yaml season_pass:
duration_days: 28 tiers: 30 rewards:
free: [fs, dust, dust, bonus_1]
premium: [cosmetic, loot, cash_1, loot]
Metrics: Pass-conversion, Δ Retention W1-W4, Δ ARPPU (net).
3) Streaks (series of days) with "forgiveness"
The point: daily micro-goals; admit 1 pass in a 7-day series.
Economy: per day - dust/FS; for 7 days - loot/bezwager €1- €2.
Anti-grind: timebox of the "active" window (15-20 minutes), cool-off without a penalty.
yaml streak:
forgive: 1 daily_goal: "points>=120 OR spins>=80"
day_reward: {type: fs, value: 5}
day7_reward: {type: cash, value: 2}
Metrics: streak-retention,% by day 7, complaints/1k.
4) Gamesmanship (Mastery Tracks)
Bottom line: separate progress bars for your favorite slots/categories (low/med/high volatility).
Economy: early stages - cheap "sparks"; master badges provide social value and rare loot chances.
Antifraud: whitelist games; exclusion of modes with anomalous economy.
sql
-- Top user slots for track personalization
SELECT game_id, COUNT() AS rounds
FROM spins
WHERE user_id=:uid AND ts>=now()-interval '14 days'
GROUP BY game_id ORDER BY rounds DESC LIMIT 3;
Metrics: adoption of new tracks, time "in the master," L7 retention by game.
5) Collections (6-9 piece set)
The bottom line: we collect symbols/stickers from pools of games, duplicates → "dust."
Economy: full set = no-vager €2- €5 + trophy; pity timer at 10 min with no progress.
Antifraud: drop cap/hour, limit of "perfectly even" repetitions.
yaml collection:
set_size: 8 drop_rate: { base: 0. 12, pity_after_minutes: 10, pity_rate: 0. 25 }
dup_exchange: "dup -> dust"
Metrics: Set completion, Cost/Active, Δ SessionTime.
6) Quest chains (T1-T3-Final, OR steps)
Essence: 3-4 steps, each can be completed in different styles (turnover/multiplier/rounds).
Economy: sparks on the T1/T2; final - lot/partial cache.
UX: tips "120 points left ≈ 8 rounds of €0. 5," one target per screen.
yaml step:
any_of:
- turnover>=50
- spins>=120
- max_mult>=20
Metrics: Completion, switch-rate paths, Early-exit rate.
7) Badges and achievements (rarity + meta goals)
Bottom line: visible goals "catch × 50," "5 new games in a week," "3 victories in a row."
Economy: badges themselves - cosmetics; part gives lot chances/dust so as not to inflate the budget.
Antifraud: exclude targets that provoke microfarm; KYC gate for "rare" challenges with value.
yaml achievement:
id: "win_mult_50"
rule: "max_mult>=50"
reward: {type: loot, rarity: epic, chance: 0. 03}
Metrics:% received, repeated sessions, complaints.
8) VIP tiers (dynamic rating + "honest" cashback)
The bottom line: long-term levels of loyalty with transparent turnover and cashback rules.
Economy: cashback with caps and an honest contribution (tables 0%, slots 100% - an example), anti-overheating budgets.
Compliance: explicit tax/issuance rules, KYC L2 for cashouts.
yaml vip:
tiers:
- name: Silver; turnover_28d: 500
- name: Gold; turnover_28d: 2000 cashback:
slots: 0. 5%
tables: 0. 0%
caps: { per_week_cashback: 50 }
Metrics: tier transitions, P30/P90 retention, Net Uplift.
9) "Progress-currency" (tokens) + store
The Point: Tokens are hoarded for progress/quests; spent in the awards store (FS/loot/cosmetics/lot tickets).
Economy: control through the price of goods, weekly limits, soft/hard cap pool.
Antifraud: sources of tokens - only "live" actions; idempotency/journal.
yaml tokens:
earn:
- type: mission_step; value: 3
- type: mastery_level; value: 5 spend_limits: { per_day: 20, per_week: 80 }
Metrics: accumulation/burning velocity, breakage, Cost/Active.
10) Cooperative goals (soft "clans" 3-5 players)
The Point: Team hoards total points, gets team chest; personal "beacons" - for contribution.
Economics: team award - loot/FS; personal - cheap "sparks."
Anti-fraud: anti-multi-acc, minimum contribution per player, IP/FP restrictions.
yaml squad:
size: 3-5 goal_week: "team_points>=5000"
personal_min_contrib: 8%
reward_team: {type: loot_chest, value: "rare"}
Metrics:% of formed units, contribution/participant, retention groups.
Metrics and showcases (daily)
sql
-- Progression funnel by mechanics
SELECT mechanic, SUM(eligible) AS elig, SUM(started) AS started, SUM(completed) AS completed, SUM(cost_eur)/NULLIF(SUM(active_users),0) AS cost_per_active, AVG(net_arppu) AS net_arppu
FROM progression_daily
WHERE date = CURRENT_DATE
GROUP BY mechanic;
Product SLO: progress update ≤2 s; award issuance lag ≤60 s; DLQ<0. 1%.
Guardrails: SRM alerts, fraud-flags, RG triggers, HMAC/JWT signatures of webhooks.
Antifraud and RG (common)
Mouthguards: points/bet, points/min/hour/day; minimum variance of rates.
Technical signals: headless, proxy/ASN, repeating device-fp; hold-and-review major prizes.
RG: deposit/time limits, quiet hours for pooches; tone of "invitation," not pressure.
A/B frame and stability
Unit: user; sticky-assignment; stratification (payer/geo/platform).
Primary: Participation_net, Completion/уровни, Avg/Median Session Time, ΔARPPU (net).
Guardrails: complaints/1k, fraud-flags, SRM.
CUPED: pre-value (pre-ARPPU, pre-session-time).
Window: ≥2 weeks, phases D0-D2/D3-D7/D8 +.
Progress start checklist
- Base: XP levels + "forgiveness" streams.
- Season pass 21-30 days (Free/Premium).
- One mechanics of "depth": masters of 3 favorite games or a collection every 2 weeks.
- Quest chains with OR steps and clear prompts.
- VIPs with honest cashback and mouthguards.
- Tokens + store (earn/spend limits, prices).
- Optional: 3-5 player co-op.
- Anti-fraud/KYC/RG gates, budget pools with soft/hard cap and circuit-breakers.
- Time/funnel/value/net effect dashboards, SRM alerts.
- Incident runbook: retray/DLQ, replay, manual checkout.
Mini case (synthetic, close to reality)
Context: 2 brands, 3 geo, 8 weeks, holdout 15%. Included: XP-levels, streams, pass, masters for 3 games, T1-T3 chains, tokens + store.
Results vs control:- DAU/WAU +3. 9 p.p.; Avg Session Time +14. 6%, Median +12. 1%
- Participation_net +7. 3 pp, Completion + 11. 2 p.p.
- ΔARPPU (net) +€2. 0 при Prize&Bonus/Active +€0. 7 (in mouthguards)
- Complaints/1k − 26%, fraud-flags <1% PF
- The solution: consolidate the pass/streams as a base, rotate collections/masters, scale the cooperative during peak periods.
Progression for casinos is not "another strip." This is a system: rhythm of sparks, clear goals, variability of paths, honest mouthguards, strict anti-fraud and net economy. Assemble your "designer" from these 10 mechanics - and get a steady increase in session time, retention and net increment, without burnout and complaints.