Free tool for game designers

Currency Pack & Price Ladder Calculator

Enter your hard-currency packs or generate a ladder from price points. See what a dollar buys in each pack, whether every step up is worth it, how long each pack would take to earn for free, and the cheapest way to afford a key item.

Packs

Price, $Base currencyBonus currency
Generate a ladder from price points

Player context

A skin, a pass or a gacha pull bundle players often save for.

Results

Ladder check
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Entry price of currency
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per 1,000 at the cheapest pack
Best price of currency
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Top pack bonus
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Key item costs
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Key item for free
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of engaged free play
Currency per dollar by pack, relative to the cheapest pack

Extra currency per dollar compared with the cheapest pack. Each bar should be taller than the one before it.

Pack by pack

PriceTotalPer $1$ per 1,000 Bonus extraBonus shareValue vs entryStep Days of free playKey items + leftoverCheck

    Checking bundles and offers too? 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 reads a pack ladder

    Every pack is reduced to one number players feel: how much currency a dollar buys. The cheapest pack sets the entry rate. Every other pack is compared with it, and with the pack just below it.

    per $1 = (base + bonus) / price
    value vs entry = per $1 / entry per $1 − 1
    step = value vs entry − value vs entry of the previous pack

    Two ways to read the same bonus

    A pack with 1,000 base and 430 bonus currency gives 43% extra. The same 430 is 30% of what the player receives. Stores and competitors use both readings, which is why "30% bonus" on two shops can mean different deals. The table shows both so you can label your store consistently.

    What the checks flag

    • Value drop: a pricier pack gives less currency per dollar than a cheaper one. Fix it before launch.
    • Weak step: a step up adds less than 5 points of value, so the cheaper pack is the rational choice.
    • Can't cover the key item: even the biggest pack is not enough for the item players save for, so they need two purchases.

    Design notes from shop reviews

    • Anchor to the earn rate first. A pack price means little until you know how many days of play it replaces. If your $4.99 pack equals two months of free play, the ladder is not the problem, the economy is.
    • Let one pack be the obvious best seller. Usually the second or third pack carries the "most popular" tag. Its step up from the entry pack should be the most visible one on the screen.
    • Design the leftover. Check which pack covers your most wanted item and what remains. A small leftover invites the next purchase; a pack that falls just short of the item feels like a trap.
    • Keep labels honest. Pick one bonus reading and use it everywhere: store, offers, first-purchase bonus.

    FAQ

    Is a 30% bonus the same as 30% free?

    No. A pack with 1,000 base and 430 bonus currency gives 43% extra, but the bonus is 30% of what the player receives. Both readings describe the same pack, so pick one and use it in every store label.

    Why should value per dollar rise with pack price?

    Players compare packs by how much currency a dollar buys. If a bigger pack gives less per dollar than a smaller one, the bigger pack has no reason to exist and players who notice lose trust in the whole shop.

    How big should the steps between packs be?

    Each step up should add a visible amount of value, typically several percentage points of bonus, so the upgrade feels worth it. Steps that are too small make the cheaper pack the obvious choice; one huge step concentrates all purchases on a single pack.

    What is leftover currency and why does it matter?

    Leftover is the currency that remains after buying the item a player wanted. A small leftover nudges the next purchase; a pack that cannot cover a popular item on its own pushes players to buy two packs or to give up.

    Why compare packs with days of free play?

    The price of currency only means something next to how fast players earn it for free. Showing each pack as days of free play tells you whether a $4.99 pack saves a weekend or a month, which is how players judge it.

    Related tools

    Working on a game shop or gacha economy?

    Game Shops: Ultimate Guidelines

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    Game shop audit

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    Free spreadsheet: Offer Value Checker

    Check every offer in your shop against one exchange rate: inversions, flat steps, weak starter offers. With benchmarks from real shops. Excel and Google Sheets.

    Get the free spreadsheet →