Keep players past the days they usually quit.
A player installs, plays once, then either opens the app tomorrow or never again. We turn the session events you already send into a daily mission, a streak and a season track, sitting beside your own progression system rather than replacing it.
Players quit on day one, day seven and day thirty.
Players do not drift away evenly. They leave in three steps, each with its own cause: the loop was never learned, the habit was never formed, or the content ran out. A different mechanic fixes each one.
Reading the chart: each bar is how many of one day-zero group still open the app that day. The fall is not smooth. There is a sharp drop after day one, when the loop was never learned, and another after day seven, when the habit never formed. The band covers the week a daily mission holds.
Build a daily loop, a season track and a comeback mission.
A daily loop finished in one sitting
Recurrence Day, reset scope Per player, so the first occurrence opens when the player arrives. Opt-in Automatic, so day one costs no taps.
Underneath it, a streak on one session a day. A missed day restarts the run at 1.
A season track as an ordered collection
A collection is a name and an ordered list of missions. All the work sits on the missions inside it, each carrying the season's own start and end dates.
A comeback mission for lapsed players
Absence is expressible: a count of sessions over a rolling window, compared to zero. The second condition keeps out installs that never really started.
The same engine, set up for another industry.
Fitness
The same daily machinery, against a habit with rest days.
Read the pageiGaming
A similar rhythm, a very different compliance surface.
Read the pageRecurring missions
Cadence, occurrences and the two kinds of reset.
Read the pageSend us one session event.
Send us the shape of a session event. We will build the daily loop and the streak in a test account while you watch.