Vegangster has released a fully integrated lootbox mechanic, taking inspiration from video games.
The lootboxes revealed by Vegangster utilise similar mechanics to video games, as for a fixed price, players can purchase a lootbox and receive rewards based on predefined probabilities, and the value of the box may exceed its cost.
Rewards available within the boxes include cash, digital items, NFTs or other operator-defined assets, and players are able to keep the prize or sell it back for cash.
The win probabilities and the RTP logic are set by the platform to allow the mechanic to be used across different player segments and commercial strategies.
Vegangster has also noted an uptick in performance among early adopters, as Michael Oziransky, Vegangster’s CPO, revealed that brands already using lootboxes are generating between 5 and 7 per cent of their total GGR from lootboxes within the first month.
As part of the new offering, operators retain control over the configuration, performance logic and lobby placement.
Vegangster has also revealed that the launch of lootboxes forms part of a wider series of mini games set to roll out throughout 2026.
These include quick, session-based mechanics inspired by crash games and new social engagement features, which will sit alongside the developers’ Scroll & Play mechanic, a social-media style feed which presents players with a continuous stream of short, autoplaying previews.
To boost the company’s product development, Vegangster also recently revealed a new partnership with OnAim Architecture to enhance its gamification capabilities.
Through the deal, OnAim’s gamification toolkitwas embedded directly into Vegangster’s ecosystem, giving its operator partners access to a series of features, including leaderboards, reward bars, raffles and unified coin and prize systems.
According to Oziransky, the decision to work with OnAim was made to overcome the “technical bottlenecks” that slow down gamification at scale.
“The OnAim integration delivers exactly that: configurable features that marketing teams can deploy independently and tie directly to player behaviour triggers,” added Oziranksy at the time of the announcement.