Proposed Rewards
One ladder, one currency. Every reward reaches a customer as a point they choose how to spend; nothing is handed over as a fixed gift. The story a customer hears, in five lines:
- Every visit earns a point (up to 4 a month).
- Finish your pack inside half its time and earn a bonus — bigger packs, bigger bonus.
- Members get treat points every month. Use them that month.
- Spend points on a drink (1), a red light session (3), bringing a friend (3), the oxygen chamber (10–25).
- Save 20 for the Red Light 10-Pack. Points last six months.
The two objectives
1 · Maximum customer satisfaction
Points give choice. The things the house can give differ hugely in value to the customer. A red light session is worth $55 and costs almost nothing; a drink is $5–9. With points the customer picks what they value, and the house steers with the point prices.
The quick win comes on every visit: a point, spent on a drink on the way out. Red light is easy to taste, and the Red Light 10-Pack is the big prize worth saving for. A fixed gift would pay for things people did not want.
2 · The bottom line is safe
The gap between what customers get (list value) and what the house pays (cash) is the design. Empty red light chairs (85% empty today) and off-peak benches are turned into felt value. The one dangerous item, a sauna entry for yourself, leaves the shop, because for a pack holder it replaces a visit they would have paid for.
The visit point is capped at 4 a month. A cash ceiling of $3,000 a month has switches that are all settings: the house turns them down if spending runs over.
How you earn
| Earn | Who | How much | How long it lasts |
|---|---|---|---|
| Visit point new | Anyone with an account who checks in at Sauna Bath House — pack holders, First Timers, members, walk-ins | 1 a visit, up to 4 a month; it lands at check-in, so the drink can be claimed on the way out | Six months |
| Fast Finish new | The owner of a pack finished inside half its time | Once a pack, the pack's price ÷ $100 × 1.3, rounded: First Timer 1 · 5-pack 3 · 10-pack 5 · 20-pack 8 · 50-pack 16 (House Rate: 2 · 4 · 6 · 13) | Six months |
| Monthly treat new | House Lite · House · House Plus, each paid month | 3 · 4 · 6 a month; plus 3 on joining | Ends with the paid month |
| Buyer point live, unchanged | Every pack or payment of $88 or more, memberships included | 1 point + 1 House Invite | Six months |
| Referral · welcome · survey live, unchanged | As today | 1 + 1 · 1 · as set | Six months |
Half the time, in days: First Timer 15 (of 31) · 5-pack and 10-pack 46 (of 93) · 20-pack 93 (of 186) · 50-pack 186 (of 372).
Longevity plans (Intro · Balance · Complete) already include oxygen chamber, red light and guest passes. They earn the visit point and the buyer point, with no monthly treat in round one.
What points buy — the shop, old → new
| Item | Today | Proposed | List value | House cash | Why |
|---|---|---|---|---|---|
| Any drink (up to 20 a month) | 1 | 1 | $5–9 | $2–3 | The quick win; the instant reward |
| Red light session, off-peak | 3 | 3 | $55 | ~$0–1 | The cheapest value in the house; the door into House Longevity |
| Red light session, any time | 4 | 4 | $55 | ~$0–1 | |
| Premium red light | 5 | 5 | $66 | ~$0–1 | |
| Bring a friend — a guest's Sauna Bath House entry, off-peak new | — | 3 | $55 | $7 | The sauna stays in the shop, now bringing in new people; it takes the retired entry's price |
| Bring a friend, any time new | — | 5 | $55 | $7 + a peak bench | |
| Oxygen chamber (HBOT 1.5 ATA), off-peak / any time | 10 / 15 | 10 / 15 | $150 | ~$25 assumed | The build-up prize for members |
| Oxygen chamber (HBOT 2.0 ATA), off-peak / any time | 20 / 25 | 20 / 25 | $250 | ~$40 assumed | The top of the chamber ladder |
| Red Light 10-Pack — ten sessions, any time, valid 6 months new | — | 20 | $199 ten singles would be $550 | ~$10 | The big objective; costs the house almost nothing |
| Sauna Bath House entry for yourself, any time / off-peak | 5 / 3 | retired | $55 | $7 + a lost paid visit $25–41 | The dearest reward per point: it replaces a visit the customer would have paid for |
| Sauna hat | 5 | retired | $45 | ~$15–20 | The worst value for the house per point (2–3× against 7× or more elsewhere) |
A claimed session is an ordinary credit of its kind, valid 60 days from the claim (unchanged). The Red Light 10-Pack arrives as ten red light credits valid 180 days. Off-peak items are used only in the off-peak window (unchanged).
Packs — visit by visit
House cash is worked out at the house's own costs: a sauna entry $7, a drink $2 (up to $3 for a matcha), a red light session $1, a friend's entry $7. The oxygen chamber is $25 at 1.5 and $40 at 2.0, both assumed, because that cost is not recorded anywhere yet. House Rate figures are in brackets.
First Timer — $99, 5 visits + 1 red light session in 1 month
~170 a month · Fast Finish by day 15- Visit 1+1
- Visit 2+1
- Visit 3+1
- Visit 4+1
- Visit 5+0 / +1
- All 5 by day 15+1
- Visit 1A drink on the way out
- Visit 4 · 3 pointsBring a friend to visit 5 — the friend may buy a First Timer too — or a second red light session (one is already in the pack)
Visits 1–4 earn a point each (up to 4 in a calendar month; a fifth visit that falls in the next month earns too); all five inside 15 days add the Fast Finish point. A First Timer who does not come back leaves the points behind, and they expire.
5-pack — $205 (House Rate $164), 93 days
Fast Finish by day 46- Visit 1+1
- Visit 2+1
- Visit 3+1
- Visit 4+1
- Visit 5+1
- Done by day 46+3 (2)
- 8 points (7)A drink + a red light session + bring a friend (7)
- Two fast packs · 16Oxygen chamber 1.5, any time
10-pack — $380 (House Rate $304), 93 days
Fast Finish by day 46- Visits 1–4+4
- 5–8+4
- 9–10+0 / +2
- Done by day 46+5 (4)
- 13–15 points (12–14)Oxygen chamber 1.5, any time — or chamber 1.5 off-peak + a red light session + drinks
- Two fast packs · 26–30The Red Light 10-Pack + a friend + drinks — or oxygen chamber 2.0, any time
Only 4 visits count in a calendar month. A finish in 46 days spans two or three calendar months, so 8–10 of the 10 visits earn a point; the Fast Finish bonus more than repays what the cap withholds. A 10-pack regular saving for the Red Light 10-Pack over two packs gets the second Fast Finish just in time.
20-pack — $580 (House Rate $464), 186 days, shared by up to 5
Fast Finish by day 93- Month 1+4
- Month 2+4
- Month 3+4
- Month 4+0 / +4
- Done by day 93+8 (6)
- 20–24 points (18–22)The Red Light 10-Pack (20) — or oxygen chamber 2.0, off-peak (20); the chamber any time (25) with the next pack's first points
Only 4 visits count in a calendar month. A finish in 93 days spans three or four calendar months, so 12–16 of the 20 visits earn a point; with the Fast Finish bonus the sprinter still reaches the Red Light 10-Pack inside one pack. Each sharer earns their own check-in points; the Fast Finish goes to the pack's owner. The 20-pack sprinter is the natural Legend. A 20-pack used over all 186 days earns all 20 visit points but loses its first ones as the pack ends.
50-pack — $1,250 (House Rate $1,000), 372 days
Fast Finish by day 186- Month 1+4
- Month 2+4
- Month 3+4
- Month 4+4
- Month 5+4
- Month 6+4
- Done by day 186+16 (13)
- ~40 points by month 6The Red Light 10-Pack + oxygen chamber 2.0, off-peak
Up to 4 a month, with at most 24 visit points alive at a time (points last six months). Shown for the sprinter.
Memberships — month by month
Members get two clocks. The monthly treat is spent that month on a red light session, a friend's entry or drinks, and it ends with the paid month. Visit points plus the buyer point make 5 saved a month that last six months, and they build to an oxygen chamber session by month 2–5, when the member chooses.
House Lite — $150 a month, ~6.5 visits
treat 3 · saved 5 a month (4 visit + 1 buyer)- Joining+3 joining bonus
Week 1: a red light taste - Month 1Treat 3: a red light session, a friend off-peak, or three drinks
Saved 5 - Month 2Treat 3
Saved 10Oxygen chamber 1.5, off-peak - Month 3Treat 3
Saved 15 - Month 4Treat 3
Saved 20Oxygen chamber 2.0 off-peak, or the Red Light 10-Pack - Month 5Treat 3
Saved 25Oxygen chamber 2.0, any time
The saved totals assume nothing is spent from the saving along the way; the member chooses when to stop and spend.
House — $200 a month, ~11 visits
treat 4 · saved 5 a month- Joining+3 joining bonus
- Month 1Treat 4: a red light session any time, or off-peak + a drink, or a friend + a drink
Saved 5 - Month 2Treat 4
Saved 10Oxygen chamber 1.5, off-peak - Month 3Treat 4
Saved 15 - Month 4Treat 4
Saved 20Oxygen chamber 2.0 off-peak, or the Red Light 10-Pack - Month 5Treat 4
Saved 25Oxygen chamber 2.0, any time
House Plus — $320 a month
treat 6 · saved 5 a month- Joining+3 joining bonus
- Month 1Treat 6: bring a friend any time + a drink, or two red light sessions
Saved 5 - Month 2Treat 6
Saved 10Oxygen chamber 1.5, off-peak - Month 3Treat 6
Saved 15 - Month 4Treat 6
Saved 20Oxygen chamber 2.0 off-peak, or the Red Light 10-Pack - Month 5Treat 6
Saved 25Oxygen chamber 2.0, any time
Longevity plans
They earn the visit point and the buyer point, with no monthly treat in round one. The plans already include oxygen chamber, red light and guest passes.
Walk-in — $55
1 point a visit. Three walk-ins buy a red light session or a friend's entry, and the account is what keeps them coming back. House cash ≈ $0–2; list value $55 per three visits.
The ladder
Each rung shows its points, then the list value and what the house pays in cash. The badges are markers on the same ladder, earned by points over a customer's lifetime. Badges only — nothing is gated by status.
- 0Badge · Warm
- 1A drinkList $5–9 · house cash $2–3
- 3A red light session, off-peak — or bring a friend, off-peakList $55 · house cash ~$0–1 (red light) · $7 (friend)
- 4A red light session, any timeList $55 · house cash ~$0–1
- 5Premium red light — or bring a friend, any timeList $66 · ~$0–1 (premium) · list $55 · $7 + a peak bench (friend)Badge · Hot
- 10Oxygen chamber 1.5, off-peakList $150 · house cash ~$25 assumed
- 15Oxygen chamber 1.5, any timeList $150 · house cash ~$25 assumedBadge · Steam Master
- 20The Red Light 10-Pack — or oxygen chamber 2.0, off-peakList $199 · ~$10 (10-pack) · list $250 · ~$40 assumed (chamber)
- 25Oxygen chamber 2.0, any timeList $250 · house cash ~$40 assumed
- 30Badge · Legend
Red light is not locked behind a status. A status gate would shut out the 547 pack holders, because at one visit every three weeks none of them reaches Steam Master. It would also hold back a thing that costs the house almost nothing. The 20-point price of the Red Light 10-Pack does the gating.
The economics
New points issued a month, at today's volumes: ≈ 1,750.
- Visit points ≈ 1,470: members 100 · pack holders ≈ 720 of ~800 visits · First Timers ≈ 500 at ~3 visits each · walk-ins, day passes and trials ≈ 150.
- Fast Finish ≈ 195 unmeasured, which assumes 35 packs and 20 First Timer sprints a month.
- Monthly treat ≈ 87: 17 House Lite × 3 + 6 House × 4 + 1 House Plus × 6 + ~2 joiners × 3.
- Live today and unchanged: buyer points ≈ 230, plus referral and welcome.
Spent: the central case is 58% of what is issued, used inside its life (treat points 70%, First Timer points 40%, members' and pack holders' six-month points 70%), so ≈ 1,000 points a month. The mix by points is assumed: drinks 30% · red light 25% · bring a friend 15% · chamber 20% · Red Light 10-Pack 7% · premium red light 3%.
| Scenario | Points spent | Cash to the house a month | Share of revenue | List value claimed |
|---|---|---|---|---|
| Lean (45% spent, mostly red light) | ≈ 790 | $1,000–1,250 | 1.1–1.4% | ≈ $9,500 |
| Central | ≈ 1,000 | $1,430–1,790 drinks $600 (+ up to $360 cafe margin displaced) · red light $83 · friends $350 · chamber $360 · 10-packs $35 · premium $6 | 1.6–2.0% | ≈ $12,200 (≈ 13.5%) |
| Heavy (75% spent, drinks 40%, chamber 25%) | ≈ 1,300 | $2,200–2,800 | 2.4–3.1% | ≈ $16,000 |
Revenue ≈ $90k a month (2,183 entries in October). The chamber lines rest on the assumed chamber cost.
The one-time wave
About 3,400 points are held today, and they become worth claiming the day the shop re-prices. If 30% are spent in the first 90 days, that is ≈ $1,500 once.
Lost sales: none from sauna entries, which is why the entry for yourself left the shop. A friend's entry brings in new people. The cafe is counted above. For red light and the chamber, the test checks that a free session does not replace a paid one.
The ceiling: $3,000 a month (3.3%)
- Over the ceiling two months running: visit cap 4 → 2, or a drink 1 → 2 points; Fast Finish rate 1.3 → 1.0.
- If sprinters feel short-changed by the cap: visit cap 4 → 6, the first lever to loosen (about 150 points and $200 a month more).
- Red light off-peak filling past 60%: red light 3 → 4 points.
- Under-use (less than 40% spent): no change. Unspent points cost little, but they do not make customers happy, so the member page must show the balance and the next rung on every visit.
Key findings
- Points are the right currency, because they give choice. What the house can give varies wildly in value-to-cost. With points the customer picks and the house steers with point prices; a fixed gift pays for things people did not want.
- Points fail today on reach, not principle. 3,395 people hold points and 94% hold only one or two. Nobody has claimed a session since the shop opened on 5 Nov 2026 (127 drink claims). So the fix is the earning, and the shop stays.
- The quick win is one point a visit, spent on a drink before leaving. The cap of 4 a month keeps members and sprinters bounded. The average pack holder, at one visit every three weeks, never reaches it.
- Red light should be easy, not hard. It costs almost nothing, the chairs are 85% empty, and a first session is how a sauna customer becomes a House Longevity customer. The "hard to claim" prize is the Red Light 10-Pack.
- The one dangerous item is the sauna entry for yourself. For a pack holder it replaces a $25–41 paid visit, about $10–13 a point against $2.50 or less for everything else. Bring a friend takes its place: the same entry, for someone new.
- Members get two clocks, each with one job. Monthly treat points (3 · 4 · 6) are spent that month. Visit points saved over six months buy an oxygen chamber session by month 2–5.
- Fast Finish rewards the pace the house wants and grows with the pack. First Timer 1 · 5-pack 3 · 10-pack 5 · 20-pack 8 · 50-pack 16 (House Rate 2 · 4 · 6 · 13). Members already have a screen showing the deadline and the payoff.
- Everything is a setting. It takes one visit rule, one Fast Finish rule, three membership rules, three shop items added and three retired, one price-book block, and two display changes. Nothing new is built.
- The bill. About 1,750 new points are issued a month. In the central case customers claim ≈ $12,200 of list value (≈ 13.5% of revenue) and the house pays ≈ $1,430–1,790 cash (1.6–2.0%). The oxygen chamber cost is the one figure nobody has.
- What moves. The 12 Nov decision (points only on renewal and a fast finish) gains the visit point, on the owner's 15 Nov words. The shop moves to version 2, and the member page's gift perks go. Each happens only when the owner locks it.
What changes, and what does not
| Line | Today | After the lock |
|---|---|---|
| Owner decision, 12 Nov 2026: "only want to give customers points if they renew memberships and … when they use their packs up faster" | Points only on renewal and a fast finish | Plus one point a visit, cap 4 — on the owner's 15 Nov words "the daily credit stuff is small little points" |
| The rewards shop (owner, 4 Nov 2026) | Sauna entry 5 / 3 · hat 5 · the rest | Version 2: entry and hat retired · Bring a friend 3 / 5 · Red Light 10-Pack 20 · the rest unchanged |
| The member page's ladder (draft) | A monthly drink at Hot, a hat at Steam Master, a tee and a monthly premium red light at Legend | Badges by points earned; the shop is the only place to spend |
| Round one's instant rewards | A direct drink on a come-back visit; a guest pass a month; a once-only month-3 chamber session | All points. The exceptions proposed in round one are withdrawn |
| Round one's member points | Renewal top-ups 2 / 3 / 5 lasting six months | Monthly treat 3 / 4 / 6 ending with the month, with visit points as the saving |
| Member points end with the paid month (owner, 29 Jul 2026) | Points end at the paid period's end | Kept, and used on purpose |
| Red light by status (owner's idea, 15 Nov) | — | Not gated (finding 4); the 20-point price does the gating |
Customers will see: the shop loses the sauna entry for yourself and the hat, and gains Bring a friend and the Red Light 10-Pack. The member page stops previewing gifts and starts showing real points.
Not touched
Every price · House Rate · the buyer, referral and welcome rules · the six-month validity · the drink cap · the 60-day claim life · the rule that member points end with the month · the renewal rule (stays dormant; round two) · the database.
The 90-day test
- Pack holders: paid rebuy within 60 days of the pack's end. Today 50% (38% within 30); First Timers 18% within 60 (11.8% within 30). It pays at 55% and 21%.
- Members: monthly churn. Today 8.6%; it pays at 7%.
- Reach: the share of point holders who can afford a 3-point item. Today 6.3% (214 of 3,395); the target is over 40% within 90 days.
- Guardrails: cash at or under $3,000 a month · paid red light and chamber bookings not down · cafe sales not down by more than the drinks claimed · peak-hour comfort unchanged · no drift to smaller packs that wipes out the profit.
- It pays when the extra profit over 90 days covers the cost: central ≈ $4,300–5,400 plus the one-time wave. That is about 37 extra 5-packs, or 51 extra member-months, or a mix. With 25 members, the packs must carry most of it.
- Cannot be read in 90 days: how many six-month points expire unspent. The first points issued expire six months after go-live.
Open before the lock
Four things are still open: the oxygen chamber's cost per session, which every chamber line rests on; the two unmeasured volumes (packs finished inside half their time, and the Fast Finish count); the First Timer's average number of visits; and one test case proving that membership and shared-pack check-ins earn the visit point. None of these changes the shape of the scheme; each changes a number in the economics.