
Gacha vs Season Pass: Which Monetisation Model Really Maximises Lifetime Value in 2025?
Otome publishers today have two headline ways to turn romance-obsessed players into loyal, paying fans: (1) the luck-based gacha draw and (2) the fixed-tier season/battle pass. Below is a data-driven look at how each model now performs — and where they can be combined for the best of both worlds.
In this article:

How big are the pies, really?
The gacha economy is no niche sideline: market researchers at DataIntelo peg worldwide spend at $19.4 billion in 2023, heading for $43.2 billion by 2032 at a 9 % CAGR.
Metric | Gacha systems | Season/Battle passes |
---|---|---|
2024 global spend | US $4.1 bn | 66 % of top-grossing mobile titles now run a pass |
2025 outlook | US $5.32 bn (+8 %) | US $1.4 bn (est., +27 % YoY) |
2031-33 forecast | US $10.3 bn by 2031 (14 % CAGR) | Pass penetration expected above 80 % across genres |
Season-pass revenue is harder to isolate (because it sits inside IAP), but GameRefinery’s genre sweep shows 66 % of the top-20 % grossers now run a pass. Put crudely: if your otome title is hoping to chart, you’re competing against games that drip a paid reward track every single month.

Whales vs. Wide Nets – the ARPU s
- Gacha ARPU: Sensor Tower–cited analysis of mid-top grossers puts the average monthly take per payer at ~$14.50.
- Season Pass maths: A $6.99 pass that renews every eight weeks works out at ~$4.38/month—if you convert 10 % of monthly actives.
- Upsell kicker: Those same pass buyers are two-to-three times likelier to throw an extra pull or two at the next limited banner.

Retention & Session cadence
Battle passes work because they stretch involvement over a set calendar, nudging devotees to log in daily for XP quests. Multiple case studies (Clash, Brawl Stars, PUBG Mobile) report Day-30 retention lifts of 5–10 percentage points post-pass rollout, while Appsflyer data shows hybrid mid-core titles hitting Day-90 ARPU of $9.69, comfortably ahead of pure IAP builds.
By contrast, pure gacha RPGs hover around 3–4 % Day-30 retention, because activity spikes on update days and fades fast.

Player sentiment & Compliance risk
Loot-box legislation from the EU to Southeast Asia keeps RNG monetisation under the microscope. A recent GameAnalytics round-up notes that players label passes “better value” than blind-box draws thanks to their transparent reward path.
For otome fans—already sensitive to romance “routes” being pay-gated—clarity matters. A pass that spells out “30 chapters · 5 CGs · 2 outfits · 1 SSR ticket” sidesteps the frustration of spending ten pulls chasing a 1.5 % banner drop.

Case study snapshot – “Light & Night” versus the hybrid curve
When Paper Games layered a narrative season pass onto Light & Night (CN server) in mid-2024, AppMagic charts show:
Metric | May 24 | June 24 (pass launch) | QoQ delta |
---|---|---|---|
Monthly revenue | $10.6 m | $22.7 m | ✚114 % |
Day-30 retention | 3.9 % | 6.8 % | +2.9 pp |
While not strictly apples-to-apples, the jump illustrates the “floor-raising” effect a pass can have—even for an established gacha romance sim.

So, gacha or pass? Yes.
- Use passes to →
- Smooth out month-end revenue dips.
- Guide lapsed players back with visible progress bars.
- Use gacha to →
- Monetise must-have CGs, SSR voice lines, or holiday outfits.
- Create social buzz with banner-pull livestreams.
- Blend thoughtfully
- Never hide core romance content behind random mechanics.
- Let the pass earn a couple of ticket pulls to cross-pollinate systems.


Thanks for sticking with me through this deep-dive into the numbers behind gacha and season passes. If there’s one takeaway I hope you’ll mull over, it’s this: monetisation isn’t a zero-sum duel. In 2025’s crowded otome landscape, the studios winning hearts (and wallets) are the ones daring to blend predictable, feel-good value with the thrill of the “one more pull” moment.
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