Loot box and paid random mechanics review
We will find every paid random reward in your product, check the odds against the build that actually ships, and tell you what has to be disclosed and on which screen.
Paid random items
Платные случайные
PEGI 16 or 18
PEGI 16 или 18
Odds disclosed
Вероятности
before the purchase
до покупки
When you need a loot box review

Your build has a paid random drop
A chest, a pack, a summon or a wheel gives an item the player cannot choose. Once money reaches it, the feature is no longer a design question.
Review rejected the purchase
The build came back over an in-app purchase nobody expected to be a problem. The rejection names a rule; it does not name the screen you have to change.
Nobody can produce the drop rates
The numbers live in a config, a spreadsheet and a designer’s head, and the three disagree. Publishing odds you cannot reproduce is worse than none.
A market changed its rules
Europe moved first: since June 2026 a paid random item raises the age rating there. The feature is live, and the change lands on players who already paid.
The currency hides the purchase
Players buy coins, coins open the box, and the team reads that as two things. A review treats it as one purchase, and disclosure follows the money.
What you get
- A verdict on each mechanic
- Odds text and where it goes
- A list of design changes
- Answers for store review
What a loot box review covers

A review answers three questions about every random reward: is it paid for, is the outcome outside the player’s control, and can what comes out be turned back into money. The first two decide what you have to disclose and, in Europe, the age band the game carries. The third changes which rulebook you are reading.
What counts as paid and random
Money does not have to touch the box directly. Neither store’s rule spells out a currency chain, so a review reads these as paid: a chest opened with bought currency, a chest that opens only with a key sold for money, and a pack with a random item beside a named one.
Genuinely outside this: a reward given for playing, with no purchase anywhere in the chain and no paid shortcut to it.
What has to be disclosed
Two large stores both require it: the odds of the randomized items, disclosed to the customer before the purchase. One spells out the odds for each type of item; the other adds where the disclosure sits — close to the purchase and at the time of it.
That is a stricter thing than a page on your website. We will name the screens that meet it, and flag any disclosure a player has to leave the purchase flow to reach.
Disclosure is no longer the whole of it. For games submitted in Europe from June 2026, a declared paid random item sets a minimum age rating of sixteen, or eighteen for a social casino. The declaration that once produced a label now produces an age band, so the mechanic has to be weighed against the audience you sell to.
What we test in the build
- The drop tables as the build actually runs them, against the odds text you publish.
- Weighted first pulls, pity timers and streak protection — each changes the true odds, so each has to appear in the odds you publish.
- Every route in: direct payment, purchased currency, keys, packs, passes.
- Whether the reward can leave the product: trading, gifting, external markets, cash-out.
- What a young player sees and pays with, and what stands before purchase.
- What the product already told players, in the terms and on the store page.
The conversion question
Whether a paid random mechanic is treated as gambling is decided country by country, and we will not guess at an answer for a market nobody has asked us about. A review records the facts every one of those answers is built from: what the player pays, what decides the outcome, what the reward is, and whether it can leave the product and become money again.
That last line is the one worth deciding early. A mechanic with no route out already carries an age band in Europe; a mechanic with a route out is a different question in every market — somewhere a licence and a restriction by territory, somewhere a feature you cannot ship at all.
What the report contains
- Each mechanic, with a verdict and the reason for it.
- The odds text, in the wording you can publish and defend.
- The screens the disclosure has to appear on.
- The design changes, split into what has to change and what would widen where you can sell.
Declaring the mechanic on a rating questionnaire and the label you get for it is an age rating evaluation; the terms and the purchase pages themselves are a product document package.
Sources: apps offering loot boxes or other mechanisms giving randomized virtual items for purchase must disclose the odds of each type of item before purchase — store review guidelines; another store wants them in close and timely proximity to that purchase; paid random items in games submitted from June 2026 are rated sixteen, or eighteen for a social casino — PEGI.
Stages of work
Reading the monetisation — 2–3 working days.
We list every place the product takes money and every place it hands out something the player did not choose, and mark where they meet.
Mapping the routes into each mechanic.
Direct payment, purchased currency, keys, packs, passes. A mechanic that looks free from one entrance can be paid from another, and disclosure follows the paid route.
The odds against the build.
We take the numbers from the configuration the build actually runs and compare them with what you publish or plan to, including pity timers and weighted pulls.
Where the disclosure has to sit.
We name the screens — the purchase, the confirmation, the store listing — and mark which satisfy the stricter of the two rules.
The route out of the product.
Trading, gifting, external marketplaces and any path back to money. This answer decides how much of the world you can sell the mechanic in.
The report and the change list.
You get a verdict on each mechanic, the odds text in publishable wording, the screens it goes on, and the changes split into required and optional.
Our case studies
FAQ
To sell through the two large stores, yes. Both require the odds of the randomized items to be disclosed to the customer before the purchase. Only one of them says where that disclosure has to sit — close to the purchase and at the time of it — which is stricter than a page on your website. The safer build satisfies the stricter rule and keeps the odds within reach of the screen where the money is spent.
That is decided country by country, and the honest answer for a product is a list of markets with an answer against each, not one verdict. What a review gives you is the material every such answer is built from: what the player pays, what decides the outcome, what the reward is, and whether it can leave the product and turn back into money. The last one moves the question furthest, because a reward with no route out stays inside the product.
Treat it as paid. The rule is written about mechanisms that give randomized virtual items for purchase, and a chest that opens only with a key sold for money is bought in two steps instead of one. The same applies to a currency the player buys and then spends on the chest, and to a pack with a random item beside a named one. If any route into the mechanic is paid, the disclosure follows that route.
Then the disclosure is part of the release process and not a one-off document. The odds you publish have to be the odds the shipped build runs, which means the text is generated from the same configuration the game reads, or checked against it before every release that touches the tables. We will set that check and write down who owns it, because this is the part that quietly drifts.
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