Monetization

Pity System

Also known asPity TimerSoft PityHard PityGuarantee System

A guarantee mechanic in gacha mobile games: after a defined number of pulls without a rare drop, the next pull (or a small subsequent number) is guaranteed to yield the rare reward.

Key takeaways

  1. 01Pity = "we promise you'll eventually get the rare drop". Two variants: soft pity (drop rates rise as pulls accumulate), hard pity (guaranteed drop at N pulls).
  2. 02Pity systems protect players from extreme bad luck AND protect publishers from the rage / refund / regulatory risk of unlucky players.
  3. 03Typical pity thresholds: 90 pulls for hard pity in Genshin Impact 5-stars; varies widely across gacha games.

A pity system is a guarantee mechanic in gacha mobile games that ensures players will eventually receive a rare drop after a defined number of unlucky pulls. Without pity, the underlying drop-rate probability (often 0.6-1% for top-rarity items) means a streak of bad luck can stretch across 200+ pulls with no rare drops — a brutal player experience that drives quit / refund / regulatory complaints. Pity systems cap that worst-case.

Soft pity vs hard pity

  • Soft pity: after a threshold of unsuccessful pulls (e.g., 75), the drop rate begins to rise on each subsequent pull. By pull 89, the rate may be 50%+ vs the 0.6% base rate. Smooths out the "rare drop" experience.
  • Hard pity: after a fixed number of pulls (e.g., 90 in Genshin Impact for a 5-star character), the NEXT pull is guaranteed to yield the rare drop. A floor on bad luck.
  • Combined: most modern gacha games use soft pity that increases progressively, with hard pity as the absolute ceiling. Player can't go beyond N pulls without a rare drop.

Why pity systems exist: - Protects players: caps how unlucky a paying player can get. The "I spent $500 and got nothing" stories that drive social-media outrage are largely eliminated. - Protects publishers: unlucky-player rage drives refund requests, App Store reviews, and (in regulated markets) regulatory complaints. Pity systems materially reduce these risks. - Encourages spending: paradoxically, knowing the pity threshold exists encourages players to keep pulling — the bounded worst case is more tolerable than the open-ended probability.

Disclosure requirements: in regulated markets (China since 2016, Korea since 2024), pity thresholds must be publicly disclosed. Apple and Google now require global drop-rate disclosure for all paid loot boxes. The pity-system structure is part of the disclosure — players see "After 89 pulls, you are guaranteed a 5-star character" in the game's public probability statement.

Soft pity vs hard pity

Soft pityHard pity
MechanismDrop rate rises after a thresholdGuaranteed drop at a fixed count
ExampleRate climbs from ~pull 75Guaranteed at pull 90 (Genshin)
EffectSmooths the rare-drop curveHard floor on bad luck

Most modern gacha games combine progressive soft pity with hard pity as the ceiling. Pity thresholds must be disclosed in China (2016) and Korea (2024), and globally via Apple/Google drop-rate rules.

Quick answers

What is a pity system in gacha games?

A guarantee mechanic — after a defined number of unsuccessful gacha pulls, the next pull (or a small subsequent number) is guaranteed to yield the rare drop. Caps the worst-case unlucky streak that underlying probability alone would allow.

What's the difference between soft pity and hard pity?

**Soft pity**: after a threshold (e.g., 75 pulls), the drop rate begins rising on each subsequent pull. Smooths the rare-drop experience. **Hard pity**: after a fixed number of pulls (e.g., 90), the NEXT pull is guaranteed. Floor on bad luck. Most modern gacha games use soft pity progressively combined with hard pity as the absolute ceiling.

Why do gacha games use pity systems?

Three reasons. (1) **Protects players** from extreme bad luck. (2) **Protects publishers** from rage, refund requests, regulatory complaints. (3) **Encourages spending** — the bounded worst case is more tolerable than open-ended probability. Required disclosure of pity thresholds in China (since 2016) and Korea (since 2024); Apple and Google now require global drop-rate disclosure for all paid loot boxes including pity structure.

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