# Monetization — credits, catalog & entitlements (P1) One unit of account (**credits**), one operator-owned **catalog**, and a tiered **entitlement** rule that decides who has unlocked which cosmetics — and now doubles as the premium-subscription payoff. ## Credits Credits are the unit of account. A direct/single-game entry is modeled as *buy 1 credit + spend 1 credit* (`gameModeManager.recordDirectEntryPurchase`) so it advances `total_credits_purchased` and unlocks the same threshold cosmetics as a real credit purchase. Payouts are orthogonal to credits. ## The catalog `cosmetic_catalog` (migration `024`) is the operator-owned product table — it replaces the old hardcoded, split-brain `PACKS` (server + client). Columns: `pack_id, label, kind, projection, tier, unlock_min_credits, grant_only, sort_order, active, metadata`. `src/services/catalogService.js` loads + caches it, falling back to `DEFAULT_CATALOG` if the table is missing (42P01) or empty — so the game runs before the migration and never hard-fails on catalog reads. The server ships `catalogSummary()` to the client, which merges it into `RK.PACKS` — the client no longer owns a parallel catalog. ## The unlock rule `src/multiplayer/entitlements.js` — `snapshotForUser(user, grants, catalog)`. A pack unlocks if **any** of: ``` 1. it's free (tier 0, no gate) 2. an explicit grant (products → grants) 3. lifetime credits PURCHASED ≥ the pack's unlock_min_credits threshold 4. the user's premium TIER ≥ the pack's tier ``` `TIER_OF = { free:0, credits:0, supporter:1, premium:2, operator:3 }`. Clause 4 is the premium hook. **Buying credits does NOT put you on the premium ladder** (`credits` → tier 0) — that was the old bug where any purchase unlocked every premium pack. ### The ladder (loyalty model) Clause 3 keys off **lifetime credits _purchased_**, cumulatively — it is **not deducted**, so buying credits to *play* also walks you up the cosmetic ladder (cosmetics never compete with the core loop). Each catalog row is just data — a **tilepack OR a char-skin**, at any credit rung — so the operator adds more of either by appending a row (+ assets + `registerPack` for a client pack). This IS the "infinite packs" system. | Rung (lifetime credits) | Unlocks | |---|---| | **free** | `original` bare tiles (no furniture → the "ugly tavern", by design) · plain ASCII | | 1 | `roguelike-interior` (first premium tilepack) | | 5 | `generated-skins` (character skins) | | 10 | `iso-dungeon` — unlocks the **Iso** technique | | 20 | `roguelike-dungeon` (another tilepack) | | 40 | `iso-medieval` (second iso pack) | | 50 | `kenney-3d-characters` — unlocks **3D** | A render **technique** (Iso/3D) is available once the user has *any* unlocked pack for its projection, so the cheapest pack in a projection is effectively that technique's gate. Plain ASCII stays free (accessibility). Source of truth: `cosmetic_catalog` table (migration 028) mirrored by `DEFAULT_CATALOG` in `entitlements.js`. ## Premium subscription → cosmetics `levelForUser(user)` returns the **higher** of the stored `premium_level` and an active `subscription_tier`. So a live **wowne.ro premium subscription** sets the entitlement tier, which unlocks tile/customization packs at/below it — **one subscription drives both chat perks and cosmetics** (see [CHAT_AND_NOSTR.md](CHAT_AND_NOSTR.md)). Everything downstream — pack gating, the served catalog, the client unlock UI — already consumes `tier`. The data source is `src/services/subscriptionService.js` (`SubscriptionService.tierForNpub`), which `identityService.entitlementsForUser` calls to populate `user.subscription_tier` before the snapshot: ``` active premium sub ──► SubscriptionService.tierForNpub(npub) ──► user.subscription_tier ──► levelForUser ──► tier ├─ relay: chat perks (badge, no-PoW, VIP) └─ catalog: tile / skin / customization unlocks ``` Two sources, checked in order (both optional — absent ⇒ tier null ⇒ unchanged legacy behavior): | Env | Meaning | |-----|---------| | `PREMIUM_NPUBS` | operator allowlist `npub1…\|hex[:tier],…` — works **today**, zero backend dependency | | `PREMIUM_DEFAULT_TIER` | tier for allowlist entries without an explicit `:tier` (default `premium`) | | `SMIRK_PREMIUM_STATUS_URL` / `_KEY` | optional HTTP endpoint answering premium-by-npub `{active, tier?}`, for full automation | > The Smirk backend's `/premium/status` is **self-only** (user-token auth), so the game can't look up > an arbitrary npub through it. Full automation needs a small backend addition — a service/by-npub > premium endpoint (or a webhook that sets the tier). Until then, `PREMIUM_NPUBS` is the working source. ## Files ``` src/migrations/024_cosmetic_catalog.sql operator-owned catalog table src/services/catalogService.js load/cache + DEFAULT_CATALOG fallback src/multiplayer/entitlements.js snapshotForUser · levelForUser · TIER_OF · unlock rule src/services/subscriptionService.js premium tier by npub (PREMIUM_NPUBS allowlist + HTTP seam) src/network/identityService.js entitlementsForUser (loads catalog + grants + sub tier) src/game/gameModeManager.js recordDirectEntryPurchase (direct entry = 1 credit) html/js/render/assetPacks.js client consumes the served catalog ``` ## Open decisions - Premium tiers: one flat "premium," or a ladder (supporter/premium/operator) where each rung unlocks progressively more cosmetics *and* chat perks? (`TIER_OF` already has the rungs.) - Full-automation source: add a service/by-npub premium endpoint to the Smirk backend (then set `SMIRK_PREMIUM_STATUS_URL`) vs. a webhook that stamps the tier. `PREMIUM_NPUBS` covers it manually today.