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๐ŸŒžAugust 2026

Smartico release notes for August 2026 - covering CRM Automation and Gamification improvements done since the previous release.

Bonus Eligibility Model

We're introducing Bonus Eligibility โ€” a model that tells you, per player per day, whether the next bonus is worth granting, so bonus budget lands where it changes behaviour and not where it's wasted.

Bonus Eligibility Model scores every active player daily and returns a clear recommendation โ€” Eligible or Suppress. Players without enough history to score honestly are returned as Unknown rather than guessed at.

The Bonus Eligibility Model recommendation combines 4 independent signals coming from the following Source Models:

  1. Bonus Share Model - Whether a player funds their own play or leans on bonuses (Self Funded vs Bonus Dependent)

  2. Bonus Effectiveness Model - Whether past bonuses actually moved this player's real-money play or just went along for the ride (Bonus driving extra Real Money activity vs Bonus not driving extra Real Money activity).

  3. Bonus-to-Deposit Ratio Model - Whether the bonus a player gets is proportionate to what they deposit, compared to the other users (In line with peers vs Over-Bonused VS. Peers).

  4. Profitability Model - Whether the player is profitable to the brand over time (Loses over time vs Wins over time)

You can choose to use any of these 4 Source Models or the aggregated Bonus Eligibility.

Scoring is calibrated per brand and brand-relative โ€” "eligible" means eligible against that brand's own players, not a generic benchmark. Every recommendation carries its reasons, so your team always knows why a player was flagged.

Outputs are delivered straight into the CRM as the property flag and tier bands (Eligible, Borderline, Suppress, Unknown), available in the player panel and for use in segmentation, journeys, missions, so you can stop bonusing players who'd play anyway and protect the budget for the ones who respond. The goal is simple: fewer and smaller bonuses, with gaming activity held flat.

The property for the aggregational Bonus Eligibility Model is Core: bonus eligibility - verdict

The Properties for the 4 Source Models are:

  • Bonus Share Model - Core: bonus eligibility - share result

  • Bonus Effectiveness Model - Core: bonus eligibility - effectiveness result

  • Bonus-to-Deposit Ratio Model - Core: bonus eligibility - ratio result

  • Profitability Model - Core: bonus eligibility - profitability result

For additional info refer to Bonus Eligibility Modell

Gamification Penetration Model

We're introducing Gamification Penetration - a model that shows how deeply each player has taken up each of the Smartico gamification features, and which one is worth pushing them on next.

Every active depositing player is scored daily across all five features:

  1. Missions

  2. Tournaments

  3. Jackpots

  4. Minigames

  5. the Store.

Each score places the player on a five-rung ladder based on whether they started, how often they took part, and whether they came back month after month across the last 90 days.

  1. Not started

  2. Lapsed

  3. Starter

  4. Engaged

  5. Power User

The model counts only conscious engagement. Auto-enrolled tournaments and platform-assigned missions are excluded, so a position reflects what the player actually chose to do.

Each feature is calibrated to its own behaviour, which puts all five onto one comparable scale - the model then recommends the single feature where moving that player up a rung carries the largest deposit value gap, measured in absolute terms rather than percentages.

Outputs are delivered straight into the CRM as:

  1. Per-Feature conditions (allowing you to segment the users per specific product - for example, all the users that are Tournament "Starters", and should be pushed towards the "Engaged" status):

    1. Gamification penetration: jackpot tier

    2. Gamification penetration: mini-games tier

    3. Gamification penetration: missions tier

    4. Gamification penetration: store tier

    5. Gamification penetration: tournaments tier

  2. Aggregated Recommendation condition (allowing you to pick the next best action for the user across the 5 products): Gamification penetration: recommended product

All these are available in the player panel, in the Backoffice, and for use in segmentation, journeys, missions.

Gamification Penetration is being recalculated daily.

Hide Store item during restricted period

We've introduced a new option for Store items that lets you hide an item during its restricted purchase period. By default, this option is disabled, meaning the item remains visible even when purchases are restricted. This setting applies specifically to the Restrict Purchase by Time limit.

When purchase restrictions are configured (e.g., for specific days or time period), you can choose one of two behaviors:

  • Keep the item visible - Players can see the item, but attempting to purchase it will display an error message.

  • Hide the item - The item is completely removed from the Store UI during the restricted period.

BO: Store items - Hide item during restricted period

Read more about Store items

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