Your own points, your own prizes, your own prices.
Customers earn points for finishing missions and keeping streaks going, then spend them on prizes you choose, at prices you set. You decide what earning is worth and what it buys, not a rate somebody else fixed.
Most loyalty schemes just give a discount to people who were buying anyway.
A point for every euro, and the same rewards page as last year. Customers collect points for shopping exactly the way they were going to shop anyway, so the scheme costs money without changing anybody's behaviour.
Changing any of it means a developer ticket, so it never changes.
You decide what earns points, and what they buy.
What earns points
Missions pay points on completion. Streaks pay a milestone each time a run crosses it. Every payment writes one line in their history, and it is never edited.
What points can buy
A marketplace item is your prize priced in points, with stock and a per-customer limit. Collections are the shelves.
Locked is a rule they have not met yet, shown on purpose.
You decide who is gold. We store it and never change it.
We do not calculate anybody's tier. Your systems decide who is gold or platinum, you send it over, and every rule can then read it. Nothing here promotes or demotes a customer on its own.
- One value controls who sees which missions, streaks and shop items
- Eligibility locks in, so a demotion never takes back a mission already started
- No database access, no personal data required
- You own the rules. Test first, then publish. One setup, then any number of campaigns
We report on the mechanics: shop sales, points in and out, how far people get through missions, how many are active. Whether the programme paid for itself is a question for your own numbers.
Tell us your rates and we will build the shop.
Name one tier, one thing you want customers doing more of, and one prize worth saving up for. We will build all three on the call and spend the points while you watch.