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.
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
Producer sets the priceper titleEach title carries its own price commitment from the producer.
There is no platform-wide tier — a title is worth what its
producer commits it at. The top-up price on that title is set
separately, by admin (chapter 3).
The user buys a ticketone titleSame gesture as a box office: pay for the film you came to see.
Nothing else in the catalogue opens with it.
Purchase clearsunlockOn a successful purchase two things switch on at once — the
consumption timeline (chapter 3) and the referral tree (chapter
2).
The holder starts referringown ticketA ticket holder refers their own ticket, not the
platform in general. The link is bound to that title's tree.
Locked for 15 dayscooldownA ticket closes when its tree fills all 363 positions. From that
day the title is locked to that holder for 15 days — it
shows in the catalogue as locked, with the unlock date on it.
Buying it again is not possible during the cooldown.
Unlocks on day 15then openWhen the cooldown lapses the title unlocks and stays unlocked.
There is no deadline to act — the holder can repurchase
then, or months later, and a fresh 363 tree opens on the same
title.
The season reset clears itsee ch. 07A cooldown still running at the season close does not carry. The
break wipes it and the title unlocks immediately in the new
season, however many days were left to serve.
Why the wait existsintentFifteen days with the title unavailable is fifteen days the
holder spends somewhere else in the catalogue. The cooldown is not
a punishment for finishing — it is the mechanism that
spreads interest across titles instead of letting one earner sit
on a single one.
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.
02
The Ticket
Module · affiliate
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
Five levels, three wide3+9+27+81+243The holder sits above three direct positions; each opens three
more, for five levels. 243 of the 363 seats are level 5
alone.
Level 1 is mandatoryunlock gatePositions 1, 2 and 3 must all fill before the commission cycle
unlocks. They need not come from the holder — anyone
upstream can fill them.
Left spine firstfill orderSeats do not fill level by level. The order runs straight down
the left edge, back for centre, back for right, then sweeps the
sides. All three branches advance together, one seat each.
Fastest FivebonusAn extra bonus for a branch root plus the four seats below it
down the left edge — but only when every seat in that chain
came from the holder's own referrals. One outsider and the chain
no longer qualifies.
Close and cooldown15 d · see ch. 01The ticket closes when all 363 land, and the title locks to that
holder for 15 days before it can be bought again. This shortens
the source PDF's 1–2 month cooldown to 15 days; the intent
is unchanged — keep the holder moving through the
catalogue.
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
Short uplines pay the companyfallbackA position near the top of a tree has fewer than five levels
above it. Any level with no ticket to pay is credited to the
company instead, so the distributor bonus is always fully
allocated.
Leg bonusthe mandatory 3The owner's three direct positions have to be filled, and they do
not have to be filled by the owner — anyone above them in
the tree can fill one. When that happens the owner keeps the
position but shares their level 1 commission with whoever actually
brought the referral. The share is set by which leg it was: left
50%, centre 75%, right 100%.
Right costs the whole shareby designThe percentages climb across the three legs, so the cost of
letting someone else fill a position rises as the owner works
rightward. On the right leg it is total: the owner keeps the seat
and the tree progress, but none of that position's commission. It
is a fee for not doing the referring.
Fastest Fiveflat amountPaid as a fixed sum, not a percentage — ₹10 in the
current settings — and only when the five-deep chain
qualifies. It is the one payout that does not come out of the
level split.
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.
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.
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
Timeline on purchaseruntime × 3Every ticket carries a consumption timeline equal to three times
the title's length. A 2-hour title gives 6 hours; the allotment is
locked to that ticket.
One pool, three surfacesTV · web · mobileWatching anywhere applies the consumption rules and deducts from
the same total. Switching device does not reset anything.
A season is one titlenot the seriesThe ticketable unit for a web series is one complete season, not
the series and not an episode. Season 1 at 5 episodes is one title
with its own price; season 2 at 7 episodes is a separate title,
separately priced, with its own ticket and its own 363 tree.
Season runtime, then ×3summedA season's runtime is the sum of its episodes — 5 × 1
hour is a 5-hour title, so 15 hours of timeline. The holder spends
it across the season however they like: three passes of
everything, or one episode replayed fifteen times.
Complete seasons onlyscopeA season goes on sale finished. Nothing is listed while still
releasing week by week, so runtime is fixed at listing and never
changes under a ticket already sold — which is exactly why
the season, not the series, is the unit: a growing series would
move both the price and the timeline after purchase.
Top-up on exhaustion+1 runtimeIf the holder exceeds the allotment, a top-up adds one further
full runtime — 5 hours on that season, 2 hours on a 2-hour
film — so playback continues. The ticket itself is not
re-bought, and the referral tree is untouched.
The ×3 belongs to the ticketonce onlyThe triple allotment is what the ticket buys, and it is granted
once. A top-up is not a second ticket and does not multiply
— it adds one full title runtime, whatever that runtime is.
A 2-hour film: ticket 6 hours, top-up 2. A 7-hour season: ticket
21 hours, top-up 7.
Price set per titleadminThere is no platform-wide top-up rate. Admin sets the price on
each title individually and can change it at any time, the same
way the producer's price commitment is per title. Two titles of
identical length can carry different top-up prices.
Each grant is its own block70% of the blockThe 70% prompt is measured against the block currently being
spent, not against a running total. On a 2-hour film the ticket's
6-hour block prompts at 4h 12m, and the 2-hour top-up block that
follows prompts at 1h 24m. Consumption is never recalculated as a
percentage of everything ever granted.
No commission on top-upsnot a saleA top-up pays nothing into the 363 tree. It is not a new ticket
and does not open or advance a position — the holder is
simply buying more time on something they already own, so there is
no referral event to pay out on.
Playback ads still runch. 04Top-up time is ordinary watching time. Playback ads serve during
it exactly as they do on the ticket's own block, so the holder
keeps earning scratch cards and keeps advancing the 10-ad unlock
counter while watching on topped-up hours.
Revenue split is contractualout of scopeHow top-up income divides between the producer and the company is
settled in their agreement, title by title. It is not a product
rule and nothing in the app derives from it.
Top up as often as neededno capThere is no limit. Each top-up opens another block of one full
runtime that prompts again at its own 70% mark, so a heavy
rewatcher moves through repeating one-runtime cycles for as long
as they keep buying — still within the season, since chapter
07 clears whatever is left unspent at the break.
One full pass is the gatesee ch. 08Three passes of headroom exist for a reason: the referral money
on this ticket does not release until the holder has watched the
full title timeline at least once.
Unspent time dies with the seasonsee ch. 07Timeline left on a ticket at the season close goes the same way
as the holds — it does not carry into the next season, and
neither does purchased top-up time. Hours banked are hours at
risk.
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
04
Rewards
Module · ads, daily, spin, cards
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.
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
Five spins a daydaily capThe wheel resets daily and offers up to five spins.
100 coins a spincostEvery spin is paid for in coins, so the wheel is a sink as well
as a source. Five spins is a 500-coin day.
Three outcomesscratch · coins · lucky adsA spin lands on a scratch card, a coin payout, or lucky ads. The
first two resolve on the spot; lucky ads is a grant that lands in
the Ads section for the holder to work through (chapter 05).
The scratch card
Scratch to reveal3 facesA card holds lucky money, coins, or better luck next time.
Nothing is known until it is scratched.
Fifteen-day expiry15 dA card left unscratched past its window expires. The clock runs
only while the card is unlocked — it starts the moment the
card becomes scratchable, which for most sources is the moment it
is awarded.
Revive with coinspaidAn expired card can be brought back for a coin cost and scratched
again — a second sink for the coin balance.
Locked before earnedsee ch. 08A card from a playback ad is not spendable the moment it is
awarded. It lands in the wallet in a locked state — visible,
counted, but unscratchable — and stays there until the
holder has watched 10 playback ads on that title without skipping.
Those 10 release the cards gained from that title so far; the next
10 release the next batch, and the count keeps running.
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.
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.
05
Ads
Module · inventory
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
Self-serve uploadsponsor panelEvery sponsor gets a dashboard. They upload their creatives
there, and those are the ads that get displayed.
Served in-houseno middlemanSponsored ads are triggered entirely within the MuviPe
organisation — no network sits between the sponsor and the
screen.
Fill ordersponsored → networkA slot asks for sponsored inventory first. Only when there is
none does it fall through to the third-party stack.
Lucky ads
Won on the wheelfrom ch. 04Lucky ads is one of the three spin outcomes. It does not pay out
in the wheel — it deposits into the Ads section, where the
holder collects it by watching.
Fifteen ads for the day10 + 5The grant is a chance to watch 15 ads that day: 10 sponsored and
5 from the third-party networks. The sponsored majority is
deliberate — a lucky-ads win is inventory the platform
sells, not inventory it buys.
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
06
Achievements
Module · badges
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.
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.
Figure 5. Ninety days, then a hard line. The season is the
outer container for tickets, achievements and every hold in chapter
8.
Ninety days90 dOne season runs 90 days. The same clock applies to every
holder.
Finish before the bellpressureThe season exists to rush completion. A holder with tickets
bought and referrals running has to close them inside the
window.
Filed under the seasonarchiveWhen the season ends, achievements and tickets are recorded
against that season. The record stands; the unfinished work does
not carry.
Cooldowns clearedsee ch. 01Repurchase cooldowns running at the close are wiped with
everything else. A title locked on day 88 is open again on day 1
of the next season — the reset is the one thing that
shortens a cooldown.
Fresh startseason n+1The next season opens clean and the cycle begins again.
08
Rules
Module · locks & forfeits
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
Held per titleon holdMoney a ticket generates is held against that particular title.
It is visible but not yours yet.
Release condition1 full passThe holder must watch the full title timeline at least once. Once
that lands, the referral amount generated by that ticket is
released.
Lock 2 · playback ad cards
Cards arrive lockedper titleScratch cards earned from playback ads on a title start in a
locked state.
Ten unskipped adsbatch of 10Watching 10 ads without skipping unlocks the cards gained from
that title. The next 10 unlock the next batch, and so on.
Counter resets at the breakpartial droppedThe ad counter is per season. A partial batch — 7 of 10, or
9 of 10 — is dropped at the season close and does not carry.
The next season starts every title back at zero, and the cards
those seven ads earned are forfeited with it.
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.
09
Open Decisions
Commentary · not spec
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.