GRATSGAME · MINI-GAME PLATFORM

White-label mini-games for your app, website and Telegram

Ready-made mechanics that grow retention and LTV. A demo in your brand style in 3 business days.

  • Demo in 3 days
  • Release in 1–4 weeks
  • Report after 30 days

This is not a mock-up. Play it

This is the live GratsGame platform: the same games your users will get, only in our style. Yours will carry your logo, your products and your prizes.

  • A 30-second session that pulls you back
  • Prizes and promo codes set in the admin panel
  • The same game runs in your app, on your site and in Telegram

Or open it in Telegram:
@gratsgamebot

GratsGame game poster
I want this game for my brand

We'll show the demo admin panel on the first call

Why games don't launch on their own

Your product team is booked for the quarter

Your product team is booked for the quarter.

Marketing needs a mechanic by a date, but the app backlog is full of payments and catalogue work. The game waits until next year.

Nobody hires a team for one game

Nobody hires a team for one game.

A game designer, a Unity developer and an artist mean six months of hiring for a three-week promo. A studio starts from scratch every time.

Prizes are handed out by guesswork

Prizes are handed out by guesswork.

Odds are hard-coded, so changing a limit means waiting for a release. Meanwhile the prize budget burns out, or players leave empty-handed.

Nobody measures the effect

Nobody measures the effect.

The game launched and “it was fun”, but nobody tracked returns or basket size. There is nothing to defend the next budget with.

How a game turns into a purchase

Comeback through play
  1. 1Spots a short game in the app and tries it
  2. 2Comes back the next day to keep going
  3. 3Sees a good offer between levels
  4. 4Buys
Points → discounts
  1. 1Plays or completes a simple task
  2. 2Earns points for activity and wins
  3. 3Points unlock discounts and special offers
  4. 4Spends points and buys

Game library

Every mechanic is a proven module with adjustable balance. A new branded game is built from the library, not from scratch.

Mini-game Flappy
HTML5 · Unity

Flappy

One tap, a 30-second session. The best mechanic for a daily visit.

Mini-game Match-3
HTML5 · Unity

Match-3

Your products instead of gems. Levels, moves and rewards set in the admin panel.

Mini-game Runner
HTML5 · Unity

Runner

Collect bonuses, dodge obstacles. Promo products are built into the track.

Mini-game Tower
HTML5 · Unity

Tower

Precision and thrill: the higher the tower, the bigger the prize.

Mini-game Wheel of fortune
HTML5

Wheel of fortune

A promo classic: sector odds are set in a couple of clicks.

Custom mechanic for your brand
custom

Need another one?

Quizzes, missions, seasonal events: a demo in 2–3 days from the library, release in the same 1–4 weeks.

Discuss →

Four promises you can check

3 days

Demo after the brief.

A one-page brief, then a prototype in your style with a first prize balance in 3 business days.

1–4 wks

Release by your promo date.

HTML5 in 5–15 business days, Unity in 10–20. The date goes into the contract after the demo.

0 releases

After launch.

Marketing changes odds, limits, missions and texts of HTML5 games in the admin panel. No app update needed.

30 days

To the first report.

Retention, MAU/DAU and average basket of players, straight from the admin panel, against your KPIs.

Every role gets its own metric

For each one we deliver an admin-panel report 30 days after launch. That is our commitment.

A promo on time

Marketing · CMO

A promo on time.

The game ships for Black Friday, not after it. Prizes are only the products you need to sell.

Metric: average basket of players vs non-players

People come back to the app

Product · App owner

People come back to the app.

A reason to open the app without a discount. Works in WebView, on the web and in Telegram.

Metric: MAU / DAU and retention D1, D7, D30

Loyalty card activity

CRM · Loyalty · Head of CRM

Loyalty card activity.

Missions are tied to purchases on the loyalty card. Prizes and limits change without a release.

Metric: share of active cards, repeat purchases

Library + team

Ready-made mechanics, the admin panel and the API are the technology. The game designer, developer and artist who fit the game to your brand and connect your data are the team. You get both under one contract.

  1. Days 1–3

    Brief → demo.

    You fill in a one-page brief. A game designer working with AI builds a prototype: mechanic, your style, a first prize balance.

  2. Days 4–15 · HTML5

    Polish and connect.

    Art, sound, economy, API connection to your loyalty card and catalogue. Launch on the web, in the app, in Telegram.

  3. Days 10–20 · Unity

    If you need Unity.

    When you need native graphics inside a mobile app. We decide together after the demo.

Business days from the moment we have the brief and access. The release date is fixed in the contract.

The game economy in marketing's hands

  • Dashboards.

    MAU, sessions, retention funnel, a report per game; CSV/XLSX exports and webhooks.

  • Prize odds and limits.

    Promo code drop rates, daily limits and a fallback prize, all without a new release.

  • Your style.

    Texts, prize images and HTML5 game assets live in the admin panel. We re-skin Unity builds and ship the update.

  • Missions and players.

    Purchase thresholds, subscriptions, friend invites; player profiles and reward history.

On the first call we open the live demo admin panel connected to the game above.

GratsGame admin panel: dashboard, odds settings, asset replacement

How we plug into your IT stack

Your channels

Mobile app (WebView)
Website / customer account
Telegram Mini Apps

GratsGame

Unity / HTML5 mini-games
Game economy and rewards
Admin panel and analytics
REST API and webhooks

Deployment: our cloud or your own infrastructure (on-premise)

Your systems

Loyalty platform (Manzana and others)
CRM / CDP
Product catalogue and promo codes

The game stores no personal data beyond user_id. Points and prizes live in your loyalty system; GratsGame only sends events.

What gamification did for other brands

3.57bn players worldwide · ~$189bn games market in 2025 · Newzoo, 2025

Other companies' cases, not Gratio projects. The source is named on each card.

Delivery Hero

Hero Points and leaderboards for partner restaurants: €2.6M in prevented order failures, about +9% use of the “Food is ready” button, up to +50% adoption of key features

Source: AWS Database Blog, 2024

Wolt

Winter mystery-box campaign: +16% Wolt+ subscriptions, +150% marketing opt-ins, 22% participation among existing customers and 44% among new ones

Source: Scratcher

Dodo Pizza

Dodomania puzzle game in the app: 315,000 plays by 162,000 unique users in 4 weeks

Source: InAppStory

These are other companies' results, not a guarantee. Your own numbers come in the 30-day report.

Why a licence beats building in-house

3 weeks vs 6 months

Time to market.

An in-house game means months of prototypes and hiring. A licence: demo in 3 days, release in 3 weeks at most. Promos are tied to dates that don't move.

No idle payroll

TCO and the bench problem.

After launch, Unity developers and game designers become a cost: no full-time work, salaries keep running. A licence rents a seasoned team for exactly the work you need.

Proven balance

Protection from a broken economy.

A tested economy and retention mechanics from live projects. An in-house balance mistake costs millions in prizes or churn.

No illusions

Honest customisation.

Not “one button” but a managed process: an engine plus experts who own the integration and the deadlines.

Run your own numbers

5
250000
1.5
6
4
In-house per year22,500,000 ₽team × salary × multiplier × 12
GratsGame licence1,444,000 ₽licence + games × price per game + integration
First-year savings:21,056,000 ₽ and ~5 months
Get a quote for your case

The calculation runs in your browser. Nothing is sent until you submit a request yourself.

Who already trusts us

Accredited IT company (Russian Ministry of Digital Development) · ISO 9001 · ALRII certification

AuchanM.VideozeevesAutentik AI

What the price is made of

1Licence

The platform for a year.

Codebase and admin panel access, hosting, updates, support, analytics.

from 489 000 ₽ / year

2Games

A branded mini-game.

A library mechanic in your style: HTML5 in 5–15 business days, Unity in 10–20.

from 89 000 ₽ / game

3Integration

Plugging into your stack.

Auth, loyalty system, catalogue, promo codes, WebView in your app. One-off.

from 599 000 ₽

Subscription option: the platform plus one game a month for a fixed annual fee, with no budget surprises. Prices in RUB excluding 5% VAT; quotes in USD on request.

FAQ

Do we need to update our app?

Once, to add a WebView with the game. After that games, prizes and texts change with no releases.

HTML5 or Unity?

HTML5 is faster (5–15 days) and fully managed from the admin panel. Unity (10–20 days) is for native graphics inside your app; we handle its re-skins.

What data does the game store?

Only user_id. Points and prizes stay in your loyalty system.

Can it run on our servers?

Yes: our cloud or your own infrastructure (on-premise).

Is it a one-click builder?

No. Games wired into a loyalty card aren't built in one click by anyone. We give you a library of proven mechanics plus a team that owns the integration and the deadlines.

What do you need from us for a demo?

A one-page brief and your brand book. The demo is free, with no obligation.

Let's build a game concept for your brand

In three days you see a demo in your brand style with a first prize balance. No obligation.

  1. Play now. game.gratio.tech · Telegram @gratsgamebot
  2. Demo admin panel. Access to the control panel and a video on request.
  3. A 30-minute call. We'll discuss your goal, the mechanic and timing for your promo.

Evgeny Vasiliev, CEO, Gratio LLC

hello@gratio.tech · +7 995 115-22-12 · Telegram @gratio_team

Request a demo

Your role
Where the game will live