Case studyNordeus
Top Eleven Shop Monetization
Lift Top Eleven's shop revenue 10% while reducing the pay-to-win perception.
- Role
- Case competition
- Period
- Case competition
- Stage
- Modeled
- Type
- F2P monetization

+24%
Net revenue (modeled)
The problem
The goal was +10% shop revenue, but players saw many offers as pay-to-win or low-value, which puts retention and trust at risk. Interviews showed value perception, not just price, was the blocker.
What I designed
- 01Grind&Earn: a limited-time purchase that unlocks a challenge, where performance decides the bonus, so spending feels earned.
- 02Mystery Eleven: two box tiers mixing collectible progress with useful consumables, to raise perceived value and repeat purchase.
- 03First Purchase Sale: a time-limited entry offer to convert engaged non-spenders.
- 04Modeled cannibalization against existing token purchases and set retention and payer-mix guardrails.
Outcome and KPIs
+24%Net revenue (modeled)
- Modeled ~+24% net revenue (~+$360K/month) after cannibalization, against a +10% target.
- KPI tree: shop revenue, conversion, ARPDAU and ARPPU, with D7/D30 retention and whale dependency as guardrails.
Stack and methods
Game economySegmentationKPI treesA/B test design
