MuviPe · Product concepts · the playbook

ThePlaybook

Eight chapters. Every functional concept in the product, in the order a user meets them — buy a ticket, refer it, watch it, earn from it, and close the season before it closes on you.

8Chapters
363Seats per ticket
×3Playback timeline
90Day season
15Day card expiry
150Badges
  1. 01The TheatreTickets, not subscriptionsThe catalogue, the naming, and the producer's price commitment.
  2. 02The Ticket363 treeEvery ticket opens its own five-level referral tree.
  3. 03PlaybackConsumption timelineRuntime × 3, spent across TV, web and mobile.
  4. 04RewardsAds · daily · spin · cardsEvery earn path lands in the same place: a scratch card.
  5. 05AdsSponsored firstIn-house sponsor inventory, with networks as fallback.
  6. 06AchievementsBadge Vault150 badges, paid in coins, the top ranks paid in perks.
  7. 07Seasonal Break90 daysA clock over everything, then a clean slate.
  8. 08RulesLocks & forfeitsWhat is held, what unlocks it, and what is lost.
  9. 09Open DecisionsCommentaryNothing outstanding — and what is deliberately set elsewhere.

MuviPe is an OTT platform that refuses to behave like one. There is no monthly plan and no all-you-can-watch library. You walk up, you buy a ticket for one title, and that ticket is yours — to watch, and to earn from.

The vocabulary
Everywhere else In MuviPe What it means here
OTT platform Theatre The whole viewing surface — TV, web and mobile.
Content, movie, episode Title One purchasable unit: a film, or one complete season of a web series.
Subscription Ticket Bought per title. One entry, priced by the producer.
Subscriber Ticket holder Owns playback time and a referral tree for that title.
Content owner Producer Sets the price commitment on their own title.

How a title works

Ticket live — tree filling 0 → 363 positions 363 filled — day 0 Locked — 15 days no repurchase Day 15 — unlocks Open — repurchase any time, new tree no deadline Cooldown counted from the day the 363rd position lands — the catalogue shows the unlock date
Figure 1. Filling the tree does not reopen the title. It locks for 15 days from the day the 363rd position lands, then unlocks and stays unlocked — a repurchase at any point after that starts a fresh 363 tree.
Why it matters

The ticket is the atomic unit of the entire product. Money, playback time, referral positions, locks and season records all hang off a single ticket — not off the account. Everything downstream in this playbook is scoped to one ticket unless it explicitly says otherwise.

Every ticket opens its own referral tree. It holds 363 positions, fills in a fixed order, and closes when the last one lands. Full structure, fill order and registration rules are in the dedicated artifact — what follows is the working summary.

363positions per ticket
×3ternary, 5 levels
3branches in lockstep
121seats per branch

The shape

What a ticket pays

Every rate below lives in the settings table and is changed by admin, so treat the numbers as a worked example rather than fixed policy. The structure is what matters: a ticket's price is assembled from five components, and only one of them — the distributor bonus — is what the tree pays out of.

Ticket price · example on a ₹100 producer price
Component Goes to Amount
Producer price Producer — the price commitment on the title ₹100.00
Platform charge Company ₹39.00
OTT service charge Company ₹60.00
GST Company ₹30.42
Distributor bonus The 363 tree — split across five levels ₹50.00
Ticket price What the buyer pays ₹279.42
The tree is paid from one line

Producer and company take their components whole. Everything the affiliate structure distributes — five levels, leg bonus, Fastest Five — comes out of the distributor bonus, and out of nothing else. Raising a producer's price does not raise what the tree pays; only changing the distributor bonus does.

The five-level split

The distributor bonus is divided by percentage down the five levels above the new position. The shares total 100%, so the whole bonus is always distributed — nothing is retained by default.

referral_commission = 50,25,13,7,5 · applied to a ₹50 bonus
Level above Share Amount
Level 1 50% ₹25.00
Level 2 25% ₹12.50
Level 3 13% ₹6.50
Level 4 7% ₹3.50
Level 5 5% ₹2.50
leg_commission = 50,75,100 · a position the owner did not refer, against their ₹25.00 level 1
Leg filled by someone else Shared away To whoever referred Owner keeps
Left 50% ₹12.50 ₹12.50
Centre 75% ₹18.75 ₹6.25
Right 100% ₹25.00 ₹0.00
Any leg, owner referred it — — ₹25.00
Registration rules

A ticket bought with no referral link, or created through a producer, is placed under the company. A ticket registering without a referrer is dropped into a left position at random — which is exactly where the Fastest Five chains live. Two checks run on register: whether the same user is registering again, and whether the ticket's cycle is already complete.

The 363 Tree Full artifact →

The complete structure: all 363 numbered seats, the animated fill order, the four stages, the branch interleave, and the registration rules restated from the source PDF.

A ticket does not buy unlimited replays. It buys an allotment of watching time — three times the title's runtime — and every second played on any device comes out of the same pool.

Title runtime 2 h 00 × 3 Ticket block — granted once 70% 6 h 00 pass 2 pass 3 Top-up block 2 h 70% Spent from one pool TV Web Mobile deducted from the same timeline Timeline exhausted 0 h left Top up top-up adds timeline — playback continues
Figure 2. The ticket grants runtime × 3, once. Devices do not get separate allowances — TV, web and mobile all draw down the same balance. Each block prompts at its own 70% mark, and a top-up opens a fresh block of one runtime, not another triple.

The rules

Worked examples · each block prompts at 70% of itself
Title Runtime Ticket block Prompts at Top-up block Prompts at
Short title 1 h 00 3 h 00 2 h 06 1 h 00 42 m
Feature film 2 h 00 6 h 00 4 h 12 2 h 00 1 h 24
Short feature 1 h 30 4 h 30 3 h 09 1 h 30 1 h 03
Season 1 — 5 × 1 h 5 h 00 15 h 00 10 h 30 5 h 00 3 h 30
Season 2 — 7 × 1 h 7 h 00 21 h 00 14 h 42 7 h 00 4 h 54

Every earn path in the app funnels into one object: the scratch card. Ads pay in cards, the daily ladder pays in cards, the wheel pays in cards. The card is where value is actually revealed — and it is on a clock.

Earn paths Playback ad — no skip Daily ads — watched Banner / interstitial — action 7-day login streak Spin the wheel — 100 c Scratch card expires in 15 days On scratch Lucky money Coins Better luck next time Expired → revive with coins unlocked cards only — see chapter 08
Figure 3. Five earn paths, one card. Coins are both a prize and a fuel — they pay for spins and for reviving expired cards.

Earning cards

Sources of scratch cards
Source Condition Reward
Playback ad Played during a title and watched without skipping 1 card
Daily ads Watched normally from the daily ads shelf 1 card
Banner / interstitial Rewarded on the action performed, not on impression 1 card
Daily login / coin collect Collected 7 days in unbroken sequence 3 cards
Spin the wheel One of the wheel's outcomes 1 card

Spin the wheel

The scratch card

Locked cards do not age

The expiry clock and the lock never run at the same time. A locked card sits indefinitely — it cannot be scratched, so it cannot be wasted, and it cannot expire. The 15 days begin at the moment the batch unlocks. Cards from the daily shelf, the streak ladder and the wheel arrive unlocked, so for those the clock starts on award. The only thing that takes a locked card away is the season close.

Playback ads watched on one title — no skips ad 10 — batch 1 releases ad 20 — batch 2 releases … 3 of 10 — batch 3 still locked Card states Locked no clock Unlocked 15 d starts Scratched Expired at 15 d
Figure 4. Cards pile up locked while the ad counter runs. Every tenth unskipped ad on that title releases the batch behind it. Nothing ages while locked — the 15-day clock starts at the moment of unlock.
Why the lock exists

Without it, one ad pays one card and a user can dip into a title, take the reward and leave. The batch of ten makes the reward worth collecting only if the holder keeps watching — which is the same thing chapter 8 does to referral money, applied to the ad side. It is also the reason a card can be earned and lost without ever being opened: chapter 8 forfeits locked cards at the season close.

The coin loop

Coins are not bought and not withdrawn. They enter from four places only, and leave through two. Everything in between is the app's internal economy — and because the wheel sits on both sides of it, the balance can be self-sustaining or self-draining depending on rates that are not yet set.

Where coins come from and where they go
Direction Source or sink Notes
In Daily collection The daily check-in and coin collect, which also feeds the 7-day streak.
In Spin the wheel Coins are one of the three wheel outcomes.
In Scratch cards Coins are one of the three card faces.
In Achievements Every badge pays coins — 50 to 2,500 by rarity. See chapter 06.
Out Spin the wheel 100 coins per spin, up to 5 a day — a 500-coin daily ceiling.
Out Reviving an expired card Coin cost to bring a lapsed card back and scratch it.
The amounts are not in this document

Only the achievement payouts are fixed policy — 50 to 2,500 by rarity, from the Badge Vault. What the daily collection gives, what the wheel's coin face pays, what a card's coin face pays and what a revive costs are all tuning values, set in code rather than published as rules, and expected to move as the economy is balanced.

The wheel is on both sides

A spin costs 100 and can pay coins back. If the average coin payout per spin approaches 100 the wheel becomes free to run forever; if it sits far below, the other three sources have to cover the 500-a-day ceiling on their own. Nothing outside this loop tops up a balance — there is no coin purchase — so the four inflows are the entire supply.

Two supply channels feed every ad slot in the app. Sponsored inventory is sold and served inside MuviPe and always fills first; third-party networks are the fallback when there is nothing sponsored to show.

Supply channels
Channel Source Priority
Sponsored Sold direct. Sponsors upload creatives through their own dashboard; everything is triggered within the MuviPe organisation. First
Third party AdSense, Meta Ads, AppLovin and similar networks. Fallback

The sponsor dashboard

Lucky ads

Formats and what they pay

Ad formats · reward behaviour in chapter 04
Format Where it runs Reward trigger
Playback Inside a title, during playback Watched without skipping
Daily ads Dedicated daily shelf Watched normally
Banner Surfaces across the app Action performed
Interstitial Between screens and sessions Action performed
Lucky ads Ads section, granted by the wheel Watched — 15 for the day, 10 sponsored / 5 network

150 badges across every module in the app. Tiered families carry the long game; one-shots reward the moment. Every badge pays out in coins, and the rarest carry a perk on top. Full catalogue in the dedicated artifact.

150badges
13families × 5 tiers
9categories
8secrets
6sets
140,500coins in the vault

Rarity and payout

Five ranks
Rank Payout Perk
Extra 50 c —
Supporting 150 c —
Lead 400 c —
Icon 1,000 c Early access, boost, free payout, priority support or vault frame
Legend 2,500 c Same perk pool, on the rarest badges
Ties into the season

Achievements are recorded against the season they were earned in, and the seasonal badge family is time-boxed by design — a badge nobody can earn any more is the one people chase. Chapter 7 covers what the season close does to the shelf.

Badge Vault Full artifact →

All 150 badges: the 13 tiered families with their thresholds, nine categories, eight secrets, six seasonals and six completion sets, with every payout and perk.

A season, in the sense games use the word: a fixed 90-day window that everything is measured inside. It exists to create urgency — to push a holder to finish what they started rather than let tickets and referrals drift.

Day 0 Season — 90 days Day 90 tickets bought referring watching unlocking Break Season 2 — fresh start At the break Tickets and achievements are filed under that season — whatever was not completed does not travel (chapter 08).
Figure 5. Ninety days, then a hard line. The season is the outer container for tickets, achievements and every hold in chapter 8.

Nothing earned is immediately spendable. Money from a ticket is held against that title, and cards from playback ads arrive locked. Both have a defined release — and both are lost if the season closes before the release condition is met.

Lock 1 · referral money

Lock 2 · playback ad cards

Referral money generated Cards from playback ads Watch full timeline × 1 10 ads, no skips Released Unlocked Season ends condition unmet — forfeited
Figure 6. Two holds, two release conditions, one deadline. The season close is the only thing that resolves an unmet condition, and it resolves it against the holder.

Forfeit at the season close

The same logic that clears achievements at the seasonal break applies to everything held. If it was not utilised, it does not travel.

What is lost, and what saves it
Asset State Released by If the season ends first
Referral money On hold, per title One full watch of the title timeline Lost
Playback ad cards Locked 10 unskipped ads on that title, repeating Lost
Scratch cards Unused / expired Scratching, or reviving with coins Lost
Consumption timeline Unspent hours on a ticket Watching it, before the break Lost
Ad counter Partial batch, e.g. 7 of 10 Completing the batch of 10 Dropped
Achievements In-season progress Meeting the badge condition Cleared
The shape of the loop

Buy a ticket, refer it, watch it, watch the ads, unlock what you earned, withdraw it — before day 90. Every lock in this chapter is pointing at the same behaviour: the product pays people who actually watch and actually finish.

This chapter holds gaps in the eight above — questions that block implementation of the module they sit under. Nothing is outstanding at present: every rule in chapters 01 to 08 has been decided.

Settled elsewhere, on purpose

Three things are deliberately not specified here and should not be read as gaps. Coin amounts are tuning values set in code. Top-up prices are set per title by admin. How top-up income divides between producer and company is contractual, title by title. Each is expected to change without this document changing.