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VIP levels ​

Players climb a ladder of levels as they play. A level starts at an amount of lifetime wagering; reach it and the player is on that level, keep playing and they move up. Levels only go up: a cancelled bet lowers the total, never the level.

Levels are what you attach loyalty rewards to: VIP cashback, the rewards granted on level-up, and the benefits shown on the player's VIP page.

Every player has a tier currency ​

A player's wagering is counted in one currency for life: the currency of the wallet they were given at registration (the "Main Wallet", chosen from their country). A bet from another wallet is converted into that currency at the moment it is placed. Nothing else is ever converted: the ladder is compared in the player's own currency only.

That currency is fixed. Switching the active wallet, travelling, or changing the site language does not move a player onto another ladder.

The ladder ​

Each level has a start amount per currency. A level ends where the next active level begins, so there is nothing to keep consistent between a "max" and the next "min" — there is no max.

LevelINRUSDEUR
Bronze10,000120100
Silver50,000600500
Gold200,0002,4002,000

An INR player who has wagered 60,000 is on Silver. A USD player with 700 is also on Silver. The two columns are priced independently: they are not exchange-rate equivalents of each other and they are not meant to be. An Indian wallet and an American wallet are different sizes, and a ladder that pretended otherwise would be unreachable in one market or trivial in the other.

The panel shows an estimate in the base currency next to each amount you type. It is there to catch a missing zero, not to be matched.

Within one currency, amounts must increase with the level

Silver must start above Bronze and below Gold in every currency it is priced in. The panel refuses a save that breaks this, and tells you which currency and which neighbour.

Pricing a country differently ​

A currency can be priced per country. Add a country override row to a level — say EUR for Turkey — and players whose registration country is TR use that amount; every other EUR player keeps the plain EUR row. The country is the one recorded at sign-up, so it does not move with a VPN or a holiday.

Overrides refine a currency that is already priced: a level needs the plain EUR row before it can carry an EUR/TR one. Language is never a key — a player can switch it at will.

Setting one up ​

Management → VIP Club

Add a level, or use the edit action on a row to change one that exists.

FieldWhat it does
LevelPosition on the ladder. Lower is earlier. Level 0 is the base everyone starts on and is always priced at zero.
NameWhat players see. Translated in the CMS — see below.
Start amountsOne per supported currency, plus any country overrides.
Statusdraft, active or inactive. Only active levels count.
Cashback payout currencyCovered in VIP cashback.
ImageThe badge on the player's VIP page.
BenefitsFree text lines shown under the level.
Level-up rewardsWhat the player gets on arrival, per currency — see below.
Level-up actionsWhether to email the player and send a CRM event, and what a backfill may do.

Draft, active, inactive ​

A draft can be saved half-finished — missing currencies, amounts you are still deciding — and it has no effect on anyone. Making it active is checked: every supported currency needs a start amount, and every amount has to sit correctly between its neighbours. Inactive takes a level out of the ladder without deleting it. Players already on it keep it (nothing demotes), and new players skip over it.

Adding a level later, and backfilling ​

When you activate a new level, or lower an amount, some players may already be past it. The platform does not upgrade them on its own. Each active level has a Backfill action that first shows how many players would move ("1,240 players already qualify for Gold") and then, on confirm, upgrades them.

A backfilled level-up runs only the actions you allowed for backfill on that level. By default that is the CRM event and nothing else — no bonuses, no emails — so adding Gold above a thousand existing players does not pay a thousand bonuses by surprise. Raising an amount never demotes anyone.

Names and benefits are translated, numbers are not ​

The start amounts, the status, the cashback figures and the image come from the admin panel and are mirrored to the CMS every time you save. Editing those in the CMS does nothing — the next save overwrites them. The VIP page shows each player the amounts in their own currency.

Names and benefit text work the other way. They are seeded into the CMS when the level is first created, and after that they belong to whoever translates them. Renaming a level in the panel will not overwrite a translation.

Retiring a level ​

Set a level to inactive rather than deleting it. It leaves the ladder, keeps its history, and players sitting on it stay there until they next move up — receiving nothing from it in the meantime, since an inactive level pays no cashback. Deleting does the same and additionally hides it from the list.

Level-Up Rewards ​

Each VIP level can grant a reward the moment a player reaches it. Rewards are authored per currency, like the start amounts: a USD entry and an INR entry, each with its own values, no conversion between them. A player receives the entry for their tier currency. A level with no entry for a player's currency simply grants nothing to that player.

Each entry has two optional parts:

  • Instant reward — credited automatically on level-up (for example, free spins).
  • Level-Up Gift — offered to the player, handed out in one of two ways:
    • Receive all together — the player gets every reward in the gift at once (for example, free spins and a deposit boost).
    • Choose one — the player is shown the options and picks a single one; the others are dropped. If they do not choose within the time window (24 hours by default), the gift expires.

How it works ​

  1. Define the level's rewards in the admin panel, once per currency you want to reward.
  2. The system turns those values into the underlying bonus definitions and gift packages automatically — nothing else to configure.
  3. When a player's wagering pushes them into a new level, the instant reward is credited right away and the gift is offered to them.
  4. The player either claims one option (choose one) or receives all of them (receive all together).

If one bet carries a player across two levels at once, they reach both, in order, and each level's reward is granted.

Examples ​

Instant + choose one. Level GOLD, USD entry: instant 10 free spins; gift (choose one) 40 free spins or +30% on the next deposit (cap 100). The player keeps the 10 free spins regardless, then picks either the 40 spins or the deposit boost.

Receive all together. Level DIAMOND, INR entry: gift 50 free spins and +50% deposit boost (cap 5,000) — both granted at once, no choice.

Single reward. Level SILVER: just 5 free spins on level-up. A single reward is always granted directly.

Notes ​

  • Each level's reward is granted once per player — a level cannot be reached twice.
  • A deposit boost applies to the player's next qualifying deposit, with a configurable cap.
  • Free spins are always tied to a game, because the game provider opens them for a specific title.
  • The Level-Up Gift appears to the player as a pop-up in the site; they can pick any time while the choice window is open, and unpicked options are dropped when it closes.

Emails and CRM ​

Per level you can switch on a level-up email (sent in the player's language) and a CRM event (vip_level_up, with the level, currency and total). The CRM event is what journeys and segments key on; the email is the plain "you reached Gold" message.

What happens behind the scenes ​

Reaching a level is recorded first and acted on afterwards. The bet that crosses the line writes one entry per level reached, and a worker drains those entries: it credits the instant reward, offers the gift, queues the email, sends the CRM event, and remembers which of those it has done. If the bonus system is down, the entry waits and is retried with increasing gaps; nothing about the bet itself is delayed, and a retry never grants a bonus twice. An entry that keeps failing is left for someone to look at and raises an alert.

Every night the platform recomputes each player's lifetime total from the bet history, corrects any drift in the running total, and creates any level-up the ladder now owes — tagged as a backfill, so it follows the level's backfill rules. The admin panel's player page shows the level and total the engine holds, not a recomputation.

Internal documentation. Every page states what has been verified and what has not.