MLMaxim Lazovsky Head of Operations
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Gostockup project · May – June 2026 · prototype

Seasonal rewards program

How I came up with and worked out a loyalty program for a grocery store: from the idea to a spec and a working prototype.

A typical loyalty program works like this: you buy, get a discount, and forget about it until the next order. I wanted customers to have a reason to come back, and for every purchase to add up to something.

For a grocery store, repeat purchases matter more than one big order. Someone who comes back every two weeks brings in more over a year than someone who bought a lot once. Everyone has discounts and promo codes, and customers take the percentage and leave. That doesn’t build any connection with the store.

The idea

A video game mechanic, for groceries

Games have a season pass: players see their progress, get a reward at each checkpoint and want to unlock the next one. I took that principle to everyday shopping. Every purchase moves the customer along a seasonal map, and each checkpoint unlocks a gift from our own assortment.

It feels closer to a paper loyalty card at a favorite corner shop, stamped with every visit. The difference is that customers always see how far they are from the next gift.

Seasonal rewards prototype: customer progress, points and gift cards
Prototype: progress, points and the gift shelf. Checkpoints 1–3 are claimed

How it works

The program rules

It has to make sense in ten seconds, or customers won’t bother.

Season

12 checkpoints

Checkpoints unlock by total spend in the season. When the season ends, progress starts over.

Points

Dollars into points

Purchases convert into points at a fixed rate. Customers see one simple scale.

Rewards

Gifts from the assortment

Each checkpoint gives a gift from the assortment. It costs the store its cost price.

Tracks

Two reward tracks

A free one for everyone and a separate one for different customer groups.

Economics and operations

What I worked out before the prototype

A nice mechanic is easy to come up with. The hard part is making it pay off without breaking the warehouse or support.

Money

Checkpoints
What each checkpoint costs the store under different shopping patterns, from rare orders to frequent ones.
Gifts
The cost of each gift and the total budget for a season.
Returns
What happens to progress and an already issued gift when a customer returns an order.

Operations

Shopify
Where and how to store a customer’s progress so the site, the register and support can all see it.
Warehouse
How a gift gets picked together with the order, with no manual notes.
Support
How to answer “where is my gift” and “why didn’t my purchase count”.

Prototype

Clear without explanations

I put the prototype together with tools so the scenarios could be shown live. It shows how many points a customer has, which gifts are claimed and how far the next one is.

Visually I kept to the feel of a corner grocery: warm colors, a paper card, a “claimed” stamp. The game mechanic runs underneath, but it all looks like a familiar store.

Two language versions: Russian and English

Status

Ready for a launch decision

The concept, a spec with rules and economics, and the prototype are ready. The owners decide on launch and timing, so there are no revenue results here.

If we launch, I’ll watch three numbers: the repeat purchase rate among members, how often they order compared to everyone else, and the cost of gifts per order.

What I took from it. The mechanic was the easy part. Most of the time went into making the program cheap to run: if a gift can’t be picked together with the order without extra steps, the program won’t survive its first season.

The full Gostockup case

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