Free tool for game designers

Battle Pass Value Calculator

Enter your pass, its rewards and how fast players earn XP. See what the pass is worth in dollars, how much of that a casual buyer actually unlocks, when core players finish, and what it costs to skip the rest.

Pass

Converts rewards to dollars. Use your cheapest pack.

0 if every tier costs the same XP.

Rewards

Value each reward in hard currency: the shop price for items, 1 for currency itself. Quantity is the total over the season.

RewardTypeTrackQuantityValue eachUnlocks

Player pace and targets

XP per play day includes daily and weekly quests averaged over the days played. The buyer is assumed to buy the pass on day one.

Results

Pass check
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Premium track value
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Currency back
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Core player finishes
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Casual player reaches
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Casual cost to finish
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Premium value unlocked over the season for casual and core players

Premium value unlocked by day, in dollars. Solid line: core player. Dashed line: casual player. Grey line: pass price.

Week by week

DayCasual tierCasual valueCore tierCore value

    Comparing the pass with your other offers? The free Offer Value Checker spreadsheet prices every offer against your entry pack and flags inversions, flat steps and weak starter offers.

    How the calculator values a pass

    Every reward is priced in hard currency, then converted to dollars at the entry pack rate, the same method as an offer review. Items take their shop price; if an item is not sold, use the price of the closest thing that is.

    premium value $ = Σ quantity × value each / currency per $1
    value ratio = premium value $ / pass price
    XP per day = XP per play day × play days per week / 7

    The calculator then walks each player through the season tier by tier. That gives the tier each player reaches by every day, the premium value they have unlocked so far, and the tier skips a casual player needs to finish.

    Where rewards unlock

    • On purchase: given the moment the pass is bought, such as a skin shown on the buy screen.
    • Spread evenly: split across all tiers, as currency and chests usually are.
    • Final tier: the reward players chase all season.

    What the checks flag

    • Core can't finish: even a core player runs out of season before the last tier.
    • Tight finish: core finishes with fewer spare days than your target, so a weekend away costs the final reward.
    • Early finish: core finishes in the first half of the season and has no pass goal after that.
    • Casual falls short: a casual buyer reaches fewer tiers than your target.
    • Casual buyer loses money: by the end of the season a casual buyer has unlocked less value than the price.
    • Worth less than its price: the premium track is worth less than the pass costs.

    Design notes from shop reviews

    • Value the pass for the player who buys it, not the one who finishes it. The headline ratio counts every tier. The casual line shows what a typical buyer actually gets, and that is the number that decides whether they buy next season.
    • Show something on purchase. A reward the buyer gets right away makes the price feel paid back on day one. The chart shows how many days each player needs before unlocked value passes the price.
    • Decide what the currency back is for. If the pass returns its own price in currency, finishers renew for free. That keeps them playing, but then the revenue has to come from somewhere else.
    • Price tier skips against the casual gap. The cost to finish for a casual player is your tier skip offer. If it is more than the pass itself, few will buy it.

    FAQ

    How do you calculate the value of a battle pass?

    Price every premium reward in hard currency, using the shop price for items and 1 for currency itself, add them up and convert the total to dollars at your entry pack rate. Divide by the pass price to get the value ratio.

    Why use the entry pack rate to convert currency to dollars?

    The entry pack is the most expensive way to buy currency, so it is the rate a new payer feels. Using the best pack rate makes every reward look cheaper and hides how generous the pass really is.

    Why model casual and core players separately?

    A pass is valued at the last tier, but most buyers never get there. The value a casual buyer actually unlocks, and how many tier skips they need to finish, decides whether the pass feels fair to them.

    Should a battle pass give back its price in currency?

    Some passes return enough premium currency to buy the next season's pass. It is a strong retention tool, but players who finish never pay for a pass again, so the pass has to earn through tier skips, a premium tier or other offers.

    How long should core players take to finish a pass?

    Long enough that the pass gives them a goal for most of the season, short enough to leave a few spare days for missed sessions. Set your own target in the calculator and it will flag passes that miss it.

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