20 Offer Types You Should Know
- Olha Semykina
- Jun 26
- 7 min read
Offers are everywhere — but not all of them work the same way. Offers can look simple — but behind every Good one, there’s Strategy.
In this guide, we’ll break down 20(!) different Offer types — from popular Endless offer to other types. For each one, you’ll see real examples from top competitors — and a few sneaky tricks you probably missed.
Let’s jump in and upgrade your Offer strategy.
[1] Endless Offer (6)

Endless Offers = perfect hybrid of Psychology + Economy:
There is always something for Player to Buy
Endless Offer is like “10-in-1” Offer — you buy one, and there’s always another waiting.
Self-Segmentation
Players choose how deep they go: some might buy only 2 offers, others 5, and some will take them ALL
Great for maximising ARpPU
Visual hook
With every purchase, players receive an additional 5 rewards “for FREE”
[2] Endless Offer (3)

Same mechanic as previous Endless Offer — Good for rotation:
Change visuals, theme, content — structure stays familiar
Buy 1 + Get X Free
[3] One + 6(12) Deal

Really amazing visualization. My rational thinking goes straight out the window when I see offers like this.
The sheer number of FREE rewards looks stunning and almost hypnotic — it creates an illusion of overwhelming value.
Every tile feels like a personal gift, and stacking them side by side amplifies the perceived generosity.
P.S. Let’s be honest - the actual bonus isn’t massive. Value-wise, it’s pretty comparable to regular offers. But the presentation makes all the difference.
[4] Buy One + Get 2 Free

We can spot 3 variations in terms of Visuals and Reward balance::
Same Free Sets – Diversified Rewards
Paid and free parts contain completely different currencies.
Both FREE packs are identical — a popular and easy-to-read format.
Focus on Premium Currencies
Free parts contain expensive, rare currencies like gems and chests.
Creates a feeling of rare generosity.
Mirror Offer (1+ half +half)
The total amount of main currencies in FREE packs is almost equal to the paid one
[5] 1+1 Offer

There are 2 common strategies for this type:
Partial Match (25–50% value duplicated)
FREE Rewards include a smaller portion of the Main Currencies
Visually feels like a Bonus, but doesn’t create a strong “WOW” moment --> the Value feels similar to other standard offers.
Free pack is identical to the paid one:
a proper “Buy One, Get One Free” format
Visually strong and satisfying — triggers classic 'discount instincts'
💡Tip: To protect your Economy, the paid pack is often tuned down (smaller than usual offers), so the FREE copy doesn’t break the Balance.
[6] Different 2-3 Options

These offers play on segmentation and visual hierarchy to drive purchases:
Tiered options — players can choose what fits their budget, which increases accessibility and conversion.
Strong emphasis on the most expensive pack — it’s visually larger, brighter, and often labeled “BEST VALUE.”
Anchoring effect — cheapest options are often made less attractive to push players toward higher tiers.
Additional tips:
let's pay attention on the 3rd Offer:
propose more Coins, than the sum of the 1st and 2nd: 70K > 31K+19K = 50K
propose same cards, more coconuts, and even more currencies types
but the price is less, cheaper: $6,99 < 3,99+4,99 = $8,98
if you have great bonuses, let's use numbers, that would be easy for plyers to compare.
Extra Tip: Make Your Value Obvious
Take a look at the 3rd offer in the second example:
Offers more Coins than the SUM of 2 smaller packs: 70K > 31K+19K = 50K
Includes equal or better bonus content (same cards, more coconuts, more variety).
And it's cheaper: $6,99 < 3,99+4,99 = $8,98
Pro tip: If your value is great, use numbers players can easily compare. Make the upgrade path feel like a “no-brainer.”
[7] Login Offer

Simple, Focused Offer
No visual noise, no distractions — just one clear Bundle
Works best when Personalized or Segmented
P.S. Looking at these offers — can you guess which game managed to get the most money out of me? ;)
[8] 2-3 Different Offer OR 'Buy ALL'

A popular layout: 2–3 separate packs with individual pricing, plus a discounted “Buy All” button. Great for maximizing average purchase value.
$3,99 + $4,99 + $6,99 = $15,97 VS $9,99 (~38% discount)
$0,99 + $1,99 + $3,99 = $6,97 VS $4,99 (~28% discount)
$5,99 + $5,99 = $11,98 VS $9,99 (~17% discount)
Same price, very similar content — feels a bit odd. Not enough contrast between packs
What Makes It Work:
Players feel in control — they can choose one or go all-in.
“Buy All” creates a clear sense of savings.
Best used when packs are visually and content-wise distinct — so players feel real optionality.
[9] Disco Offer

One of my favorite types of offers. Want to know WHY?
They have that touch of randomness, that “casino thrill” built in. Players DON'T buy for the average value:
What makes it work:
Soft price progression — the price increases slightly with each purchase
With every round, the best rewards stay on the board...
...and your chance to win them seems higher
[10] Same Price, Better Bonus

This kind of Offer may be interesting for your players, if they tend to purchase with the stable price, but ready to buy a few times:
price still the same
bonus increased - better rewards for the same price
When you balance this kind of offer, addapt the price to the average check of the player, of use even lower price:
the main goal of this offer, not only Convert player, but to motivate him pay again
[11] Same Price, Different Content

In this Offer player may choose whatever content he wants.
At the same time - the Best Value is obvious.
Another Good example of Anchoring (using 4 more offers to make only 1 - the Best one)
[12] No Ads Bundle

One of the most popular Bundle in Ad- and Hybrid-Monetization Games.
Few tips:
Don't make it too cheap. If you have a long-tail - your best players can give you even more money, when they watch the Ad. Find the best balance between your Retention and Revenue
Use NoAds Offer (just NoAds) and NoAds Bundle (with additional rewards) - to create anchoring and 2 propositions
[13] Triggered Offers


When we are talking about these kind of Offers, the best phrase that I remind is "In the best place, at the right moment".
these Bundles appears exactly at the moment, when player need them
these Bundles propose exactly that Currency, that player need
P.S. From my point of view, these kind of Offers are one of the Best one to Start
[14] Special Level Offers

Another great example. Not so popular on the market, but still good:
Level X Achieve Offer - the trigger is opposite to the previous one. There is a moment, when:
player achieve some level, get reward
that a positive trigger, not trigger of 'needs'
Will it work? Oh yeah. It may work for some players.
When your player are happy, when he pass some challenge task - they tend to love your game, and even tend to pay in it, despite the fact, that he even don't need the currency at that exact moment
Hard Level Offer - if you have Hard Levels in your game (I recommend you to have them) - and player already known this challenge experience - propose him some help before the Level. Visualize it, like your recommendation, your advise and help
[15] Battle Pass Offer

I tend to write even separate article about Battle Passes.
However here I want to said, that:
think about 2-3 options for you Battle Pass with different options
give player not only basic rewards from BP scale, but additional Bonuses for his Gameplay. To make your BP even more attractive and create the addiction:
and when the BP will finished, player will miss these advantages
[16] Shop Bonus

A bit underestimated in some games. But can boost revenue if used right.
Worth it only if your Shop brings solid Payments & Revenue
More bonuses for higher price — classic “spend more, get more” logic
You can cut bonuses from cheapest packs — push players to higher tiers
Goal: Subtle pressure to spend bigger without killing shop structure
[17] Starter Pack / Welcome Offer

Classic tool to convert first-time payers
Feels exclusive — “One-time offer” or “For New Players only”
Show it early — after key progress moments or light frustration
Don't Make it always Cheap, A/B-test price
[18] Piggy Bank

Cheap, easy offer to boost purchase count
Players feel they EARNED it — their gameplay fills the Piggy, not just your store
Full Piggy = psychological pressure to buy now
[19] Mini Game Offer

Combines Purchase with Gameplay — players pay for the thrill, not just for resources
Gambling vibe = emotional spike
“Win up to…” — focus on the jackpot, not the average value
[20] Event Currency Offer

Designed for those already invested in Event progress
Works even stronger near Event end — “Not enough time? Buy progress, get rewards instantly”
Perfect for boosting late-stage conversion
Final Thoughts
There are dozens of Offer types, however no “one-size-fits-all” Each works differently — and not every option fits your game.
The best Offer depends on your players, your economy, and your monetization goals.
Picking where to start is not always easy. Combining different Offers without breaking the balance — even harder.
P.S. If you’re not sure what to test first or how to mix them — feel free to ask. I’m happy to share ideas or help with strategy ;)


