There are many recommendations on how to provide discounts to the audience. We've gathered the most important and relevant of those.
It is best to scale up the discount percentage of a product on a step-by-step basis. For example, you can start with small 10% discounts, and reach 75% or more by the end of the year. Why? It's simple. Imagine that you've bought the game at full price, and later, after a couple of weeks or a month, the game is already selling at a 75% discount. Would you, as a customer, be pleased with this situation? At that very moment, your product will become worthless, and it will be impossible to entice the audience with new discounts.
Try not to make "hollow" discounts. Each promotion must be associated with some event or content update in your project. Yes, in itself, the discount attracts the attention of your audience, but fresh content or update reinforces this result and leads to purchase more often.
It is very important to establish discounts on the product only when sales of your product have subsided. Yes, there is a great desire to rise as high as possible in the ranking of top selling items and reach the largest possible audience, but every buyer should know that he's made a bargain when he purchased the game at full price. Always carefully study your sales curve, especially at full price!
Consider that it is most advantageous to provide discounts on all components of the product (if you have additional materials, it is best to make a discount on the whole set). The hint is that if you do not provide a discount on all additional materials, as well as on the main title, then this may reduce the chance of your product being displayed on the main page. At the same time, it is not recommended to set a discount of the same size on each set. For example, if one DLC has been released a year ago, and the other one only recently, it is advisable to set two different discounts on them.