Mobile Games
Collectibles give your Web Shop a product players keep: limited digital items to collect, trade and hold on to. Scarce enough to sell at collector prices, ownable enough to reach fans who never buy in game, built by Xsolla.
Stores every granted item in one place for the player. A reward in their Backpack stays after they leave the game.
Xsolla Web Shop
Where the collectibles are sold, on the store you already run. Xsolla issues each item and delivers it to the player's Backpack in the Xsolla Rewards app.
Xsolla Web Shop
Currency and consumables sell at consumable prices. Nothing sold today is the kind of thing a player will pay collector money for.
What a player buys can't be collected, sold or gifted. Once they leave, it's gone, and they know that before they spend.
Fans who love your art and characters but never buy in-game items. Collectibles reach them with something rare they can keep.
Monitor player behavior and forecast revenue. All in real time.
Wants to lift ARPPU and convert players who never pay. A new SKU that sells above consumable prices.
Wants launches to plan campaigns around and a product for fans who don't spend on gameplay. Every limited run is a moment.
Wants a new revenue line without a new cost line. Incremental revenue from your IP you already own, with nothing to build.
The player reaches your Web Shop from inside the game through link-out, or directly on the web, and buys the collectible there.
Own
The item is assigned to their Xsolla ID and claimed into their Backpack in the Xsolla Rewards app. It belongs to the player, not to one install.
The player keeps it if they stop playing, displays it, sends it to another player, or uses it to unlock rewards outside the game.
One title, one collectible, one store. Sell it on your Web Shop; Xsolla handles issue, claim and delivery.
Expand your catalogue with collectibles players can keep
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