
Battle pass / season pass
You buy a ticket for a season, then earn the rewards by playing against the clock.
There are no dice and the rewards are shown up front, but the countdown turns your free time into the thing you pay with.
What you're actually buying
A pass for a limited season (ten weeks in Fortnite's first one) that unlocks a ladder of cosmetic rewards as you play. You pay about $10 up front, then earn back what you paid with your evenings. Miss the deadline and you lose what you paid for, unless you pay again to skip ahead.
How it works
The battle pass fixed the loot box's optics: no randomness, and every reward is shown in full before you buy. What it sells instead is a calendar. A pass has a set window, and its rewards unlock as you complete matches and daily and weekly challenges, which are tuned to get you back before the timer runs out. If you fall behind, 'buy levels' shortcuts let you pay to skip tiers, selling back the hours the pass demands. The deadline is the product more than the reward: you are no longer gambling with money, you are spending your free time. The model has also spread to paid games, so even a game you already bought can ask for your time.
When it's fine
When you would play that much anyway, the rewards are only cosmetic, and falling behind costs nothing you care about.
Where it came from
Valve needed to fund The International's prize pool without publisher cash, so in 2013 Dota 2's Compendium let fans buy straight into the pot, a quarter of every sale climbing live on screen. Fortnite finished the idea in December 2017 (Chapter 1, Season 2): about $10 (950 V-Bucks) for cosmetic tiers visible in full before you bought, unlocked over ten weeks. Fortnite's 2018 revenue is reportedly around $5 billion, mostly from the pass and the shop. Call of Duty adopted the model with Modern Warfare's Season One pass in December 2019, and Rocket League's Rocket Pass, Apex Legends and Halo Infinite followed, most selling paid tier skips to buy back lost time. Rocket League shows the pass works even in a game you have already bought, because it puts a time limit on content after the sale. The timing mattered: Fortnite's no-randomness pass arrived weeks after the Star Wars Battlefront II loot box backlash, and Belgium's loot box ruling followed in April 2018. The pass kept the countdown and dropped the dice.
Historical prices and revenues are in US dollars at the time unless marked A$.
By the numbers
Dota 2's Compendium launched in 2013, directing a quarter of its sales into The International's prize pool.
Fortnite's first battle pass arrived in December 2017 (Chapter 1, Season 2): about $10 (950 V-Bucks) for tiers of cosmetics visible in full before you bought in.
Fortnite's 2018 revenue is reported at roughly $5bn, built largely on the battle pass and cosmetic shop.
Call of Duty adopted the model in December 2019; Apex Legends, Halo Infinite and Rocket League's Rocket Pass followed, most selling paid tier skips to buy back lost time.
Games that use it


Diablo IV

Marvel Snap

Overwatch (formerly Overwatch 2)
Royal Match
Call of Duty: Warzone
Valorant

Apex Legends
Fortnite
Pokémon GO
Rocket League

Clash of Clans

EA Sports FC 26
Pokémon Trading Card Game Pocket

Counter-Strike 2
Honkai: Star Rail

Diablo Immortal
Genshin Impact
Used to, but dropped it
Related badges
Covered in Video Games & Money: Ep 28 · Battle pass, Ep 26 · Loot box, Ep 29 · Live service.
