Why: the goal or problem

Imagine a crossword app offering hints while players solve clues. Each hint is spent; a permanent unlock misrepresents that choice.

How: work toward a solution

A fictional crossword app starts with zero hints. Buy three, then use hints repeatedly: the balance falls to zero and further use is blocked. Buying another pack adds three again. This is a local simulation; no purchase is processed. Prices, taxes, fees and refunds are omitted. Reset or reload clears the example.

Purchased units decrease when used.

Crossword app · illustrative example

Consumable purchase

Crossword app · No purchased items initially

Hints

0

Purchases: 0

Uses completed: 0

Each hint use deducts one. At zero, use is blocked; another purchase adds three.

No real purchase. Prices, taxes, fees and refunds omitted.

A player buys a pack of three hints and spends one per use. At zero, use is blocked; another purchase adds three. Pack price and storefront seller terms are unspecified; all purchases here are local simulations.

A fictional demo within this article. Reset or reload restores its initial state.

What: the concept

A consumable purchase supplies units that are depleted through use and can be bought again. It differs from a non-consumable feature entitlement.

Combine with free access while making balance and spending clear.

Source