> ## Documentation Index
> Fetch the complete documentation index at: https://docs.almedia.dev/llms.txt
> Use this file to discover all available pages before exploring further.

# Experiences

> The rewarded experiences Almedia Link offers players, and where they sit inside your game.

Almedia Link reaches players through a small set of rewarded experiences. This page is for the
product and design leads deciding which ones to use and where they belong in the player
journey.

There are three. You integrate once and get all of them. The SDK decides, per player, which to
show: linking for eligible players, reward progression for linked players, offers for players
who have them.

> **Link**
>
> A player connects their Freecash account from inside your game. You are paid per verified
> link.

> **Reward Progression**
>
> An in-game screen showing what a player has to do, how far along they are, and what they
> have earned.

> **Offers**
>
> An Earn Tab of other games to install and earn from. You are paid a CPA when a player
> reaches a milestone.

## Link

**What the player sees.** An entry point in your game, usually a button on a screen you
already have. Tapping it opens the Freecash linking flow in a secure browser. They link, and
come back.

![The Almedia Link reward popup over a running game, offering a sign-up bonus, in-game currency for linking, and cash or gift cards for playing.](https://mintcdn.com/almedia-c3396e23/5qdhfZt7T6yrVN5O/images/product/link-popup.png?fit=max\&auto=format\&n=5qdhfZt7T6yrVN5O\&q=85\&s=20942e0f309d00e2999794526f5292d0)

The Almedia Link popup, captured in a live session.

**Where it sits.** On a screen players already reach. Four button styles ship with the SDK, or
you can wire your own UI to a single call.

**What it is best at.** Converting your existing players into linked players. This is the
experience you are paid per event for.

**Constraints.** The entry point shows only for eligible players — right country, not already
attributed to Freecash. For everyone else it hides itself. You do not write that logic; the
SDK decides per installation.

## Reward Progression

**What the player sees.** An in-game screen listing the tasks they need to complete in your
game, their progress against each, and what they have earned on Freecash. Reward notifications
arrive as cards when they earn something, in the SDK's style or re-skinned to yours.

**Where it sits.** It wants a permanent, findable home — typically a button on your main
screen. If you shipped Link with a prebuilt button, you already have it: the same button
becomes the rewards entry once a player links.

**What it is best at.** Retention. It keeps the reward visible where the playing happens,
instead of on a website the player has to remember to open.

**Constraints.** It renders only for players Almedia recognises — players who linked, and
players acquired through Almedia UA campaigns, who are treated as already linked. Everyone
else never sees the entry point. Task progress depends on your MMP events flowing; without
them the list does not tick.

## Offers (Earn Tab)

**What the player sees.** Other games to install and earn from, and what each one pays. Games
with an offer already in progress show what is left to earn, which is what brings players back
to the tab.

**Where it sits.** Two places. Inside the reward hub as an Earn Tab, which is the default. Or
surfaced directly as a screen, at a moment you choose, through a single call from your own UI.

**What it is best at.** A second revenue stream on top of Link. You are paid a CPA for each
install that reaches its milestone.

**Constraints.** Offer availability is per player and changes over time — a player may have an
offer this session and none the next. Asking the SDK to show one when there is none simply
does nothing, so your UI never dead-ends. The Earn Tab also has to be enabled by Almedia for
your integration, and needs your in-game currency name, reward amount and artwork before it
can be personalised.

## Seeing it end to end

<video controls src="https://mintcdn.com/almedia-c3396e23/5qdhfZt7T6yrVN5O/images/product/link-demo.mp4?fit=max&auto=format&n=5qdhfZt7T6yrVN5O&q=85&s=f3e7581d7d31928e7454209639640d44" alt="A screen recording of the Almedia Link popup appearing in a live game, a player linking their Freecash account, and the reward confirming." aria-label="A screen recording of the Almedia Link popup appearing in a live game, a player linking their Freecash account, and the reward confirming." />

## Choosing a placement

Four things decide whether a placement works.

**Put it where attention already is.** A screen players reach anyway beats a screen built for
the purpose. The entry point competes with whatever else is on that screen, not with the rest
of your game.

**Give Reward Progression a permanent home.** Its value is being visible between sessions. A
button that only appears after a reward is earned defeats the point.

**Let the SDK decide who sees what.** Every experience hides itself from players who should
not see it. Building your own eligibility or audience-gating logic on top is the single most
common piece of wasted work in an integration, and it goes stale the moment Almedia enables a
new country.

**Pick the moment, not the frequency.** Surfacing an offer screen is a single call you make
when it suits your game. There is nothing to rate-limit on your side.

> [!NOTE]
>
> Creative, copy and timing — what the popup says, when it fires, how the button looks — are
> covered in the [best-practices guide](https://docs.almedia.dev/overview/best-practices.md), which carries the measured
> results behind each recommendation.

***

*Unfamiliar with a term on this page? The [glossary](https://docs.almedia.dev/overview/glossary.md) explains the
vocabulary used across this site.*


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