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Gamesture grew its D2C webstore from 32% to 70% of revenue via loyalty leagues and store-only top tiers

Summary
Gamesture's direct-to-consumer webstore grew from 32% to 70% of revenue across three social casino PvP titles.
A product rebuild lifted share to 50% by December 2025; an offer redesign carried it to 70% by April 2026.
Executive advisor Michal Korek attributes the shift to economy design.
The store became the mathematically optimal path to winning in-game events.
"It's a position in your game's economy and the question worth asking is whether the shortest path to winning runs through it"
— Michal Korek, executive advisor
01

Korek rejects the fee-savings framing that caps most webstores

Fee-arbitrage stores pass back part of a 30% platform saving as a discount.
That framing caps the store at the payers willing to take an extra step to save a few percent.
Korek puts that group at a fifth to two-fifths of payers, where most webstores plateau.
"If the store's whole pitch is 'same thing, slightly cheaper, one extra step', your store will only ever be as big as the group willing to take an extra step to save a few percent"
— Michal Korek, executive advisor
02

Phase one rebuilt the store around loyalty, lifting share to 50%

71% of visitors had never seen the main page; 99% of those who did clicked through to games.
Gamesture rebuilt the page around per-game entrances and added visible loyalty leagues with tracked progress.
A 10% price discount was replaced with a 10% value bonus, keeping fee savings in the business.
Reward frequency shifted from one gift per $200 to gifts every $10 to $50 by league tier.
Auto-login and expanded in-game messaging removed friction to the store.
These changes lifted webstore share from 32% to 50% by December 2025.
03

Phase two ran the store as a live-ops product, adding 20 points of share

The full price ladder moved to the store; the game carried only a rotating subset.
The $250 and $500 top tiers exist store-only.
Purchase limits per offer rose from one or two to five or 10 without touching price.
Korek calls that limit change one of the most profitable moves in the project.
Popups now sell one store-only deal with a price and a direct button.
Reworking offers event by event carried share from 50% to 70% by April 2026.
04

The mechanic depends on competitive economies where spending changes outcomes

Guilds and leaderboards make spending visibly change event outcomes in the three PvP titles.
Once best value, highest caps and exclusive tiers sat in the store, the optimal path ran through it.
Korek warns a relaxed single-player game would need to win on convenience or content instead.

What this means

For Publishers & Developers: D2C share ceilings depend on economy design; competitive spending depth is the precondition.
For UA & Marketing: Treat store popups like a UA channel - one specific offer, price, direct button, rotating creative.
Events
Companies
Games
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