OFFERWALL_ALL_ONOFF in the bundled remote config
What the banner is
Tap OPEN and the game hands the screen to a web view that belongs to somebody else — an offer wall, here supplied by Tapjoy. Its catalogue lists other mobile games with a payout attached to each of their milestones: install this, reach chapter 5, build town hall 12, clear stage 200. Finish a milestone and XP Hero owes you gems; finish none and nothing happens. It is the same model as the Freecash post, except the payout lands in your gem balance instead of your bank account.
None of the artwork on that second screen is XP Hero's. The All / Play / Web / Shopping tabs, the “Pays the most rewards to the most players” header and the game cards with their “UP TO” badges are the network's interface, in the same web view the game opens. That matters later, when something doesn't credit.
The game names it in plain sight
There is no need to guess which network this is. The build carries the
vendor's name in its locale file, in four placement ids and in the shop's
own script namespace — DevilHunterIdle.InAppShop.ShopOfferWallView,
with an OfferWallView_Tapjoy prefab and a
TMP_OfferWallGemReward text field on it. The English strings,
read out of Locale for this page:
| Locale key | English |
|---|---|
OFFERWALL_BUTTON_OPEN | OPEN |
OFFERWALL_TAPJOY_DESC | Complete missions and earn Gems. |
OFFERWALL_OPEN_POPUP_TITLE | Info |
OFFERWALL_OPEN_POPUP_DESC | Rewards will be sent to your mailbox after completing missions |
OFFERWALL_REWARDED_POPUP_TITLE | Info |
OFFERWALL_REWARDED_POPUP_DESC | Mission complete! Rewards claimed! |
And the four store placements, from RemoteConfig — one per
platform, each with a _dev twin (a sandbox campaign, by the
naming):
| RemoteConfig key | Value |
|---|---|
OFFERWALL_TAPJOY_AOS_PN | weaponrpg_aos_tapjoy_ow_instore |
OFFERWALL_TAPJOY_IOS_PN | weaponrpg_ios_tapjoy_ow_instore |
OFFERWALL_TAPJOY_AOS_PN_DEV | weaponrpg_aos_tapjoy_ow_instore_dev |
OFFERWALL_TAPJOY_IOS_PN_DEV | weaponrpg_ios_tapjoy_ow_instore_dev |
The OFFERWALL_ALL_ONOFF key is the switch: 1 in
this build, so the client-side gate is open.
No, Version 27 didn't add it
This is the part worth being precise about, because “new in
27” is the natural guess and it's wrong. We keep the full APK
extraction of 25.3.0 — the oldest build in our archive, from before
the site existed — and that build already has all of it: the six strings above, the same four
placement ids pointing at the same Tapjoy campaigns,
OFFERWALL_ALL_ONOFF set to 1, the
ShopOfferWallView script, the
OfferWallView_Tapjoy prefab, and the banner art in its UI atlas
(Box_Offerwall_Blue). Nothing about it is new.
Between 26.2.0 and 27.0.0 the six English strings are
byte-identical, the four placement ids are unchanged, and the switch is still
1. Version 27's table diff added 44 new remote-config
keys — the ad optimiser block, the Halloween block, the Invasion balance
keys — and not one of them touches the wall.
What a client build can prove is that the UI, the strings
and the wiring are there — not that the button was drawn on every account on
every build. OFFERWALL_ALL_ONOFF is read from remote config at
runtime, and the copy shipped inside 25.3.0 says 1; if the
banner is missing for you today, it is a server flag, a regional rollout or
the network's own inventory, not the app version. We can't rule that out from
an APK, and we're not going to claim otherwise.
How the payout lands
The game says where it goes, in the popup that greets you at the wall: “Rewards will be sent to your mailbox after completing missions” — and on the way back, “Mission complete! Rewards claimed!”. So the reward doesn't appear in the counter mid-session: it arrives as mail, which means a full mailbox and an expiry date are both worth knowing about before you grind somebody else's game for a week.
Then there is the number that gets screenshotted. Every card on the wall reads UP TO, in bold, for a reason: it is the sum of every milestone in that offer, not a payment for starting it. The lead card here advertises 129,915 gems for one game; the others on the same screen read Hero Wars: Alliance RPG 40,174, RAID: Shadow Legends 39,830, SOULSHIFT: REBORN 29,033. To put that in the shop's own terms, the TOP UP tab's biggest bundle in the same screenshot is 15,000 gems for $42.99 — so the ceiling on that one card is 8.7× the largest pile you can buy, or roughly $372 at that pack's rate. It's a big number because the ceiling assumes you clear the whole milestone list, tail and all.
Nothing in the game's tables sets those figures. The offer list, the milestones, the deadlines, the payouts and which countries see which cards all come from the network — which is why this page quotes them from a screenshot with a date on it rather than from a data table. They will have moved by the time you read this.
If you're going to take one
- Start from the wall's own button, on the device you'll play on. These offers are credited by the network matching an install it sent to a new player; searching the game up in the store yourself is the classic way to do the work and get nothing.
- Read the whole milestone list before starting, tail included — the “up to” figure usually ends with a step a normal player won't reach inside the window, and partial offers pay partial amounts.
- Screenshot the offer — name, milestones, payout, deadline. If a step doesn't credit, that shot is your evidence.
- Check the mailbox, not the gem counter. Rewards arrive there, and unclaimed mail expires like any other.
- Treat the wall's support as the route for a missing reward. It is the network that decides whether a milestone was met; the game is only told the result.
- Expect different cards than the ones here. Region, device and the network's inventory all change what's listed, and nothing on this site can alter that.
The two other free-gem doors
The wall isn't the only way in without paying, and it's worth keeping them
straight. The shop also carries a rewarded-video gem claim —
GEM_RV_RECEIVE reads “DAILY FREE GEM REWARDS”
with GEM_RV_GET as “Claim”
— which is a different system from the wall: a short ad, a small claim, once
per day rather than a multi-week commitment. And
Freecash
pays real cash for XP Hero's own milestones, outside the game entirely. Of
the three, only the wall pays in gems.
Locale and
RemoteConfig every time it builds, and the build fails rather
than ships if one of them vanishes or the switch stops being 1.
The 26.2.0 comparison runs at the same time and re-ran clean — six strings and four placement ids are byte-identical. The 25.3.0
check is a one-off against the archived APK's asset bundle, which isn't part
of the build.Both screenshots are from a phone on 26 October 2026 and show that day's offers, prices and currencies; offer availability, payouts and store prices vary by region and change over time. The strings, placement ids and switch values quoted above are read from the v27.0.0 extraction at build time; the 25.3.0 comparison is from the same APK's asset bundle in our archive. XP Hero is developed by Supercent — XPHero Fans is unofficial and not affiliated with or endorsed by them, or by Tapjoy. Nothing here is a promise about anyone's payout.