Insights

Analytics tells you whether a mechanic is working.

Four sections, each its own tab, covering missions, streaks and the marketplace, for one environment and one date range at a time.

  • How many players showed up this week
  • How many finished the "deposit $200 this month" mission
  • How many streaks are alive right now, and how the ones that ended, ended
  • What sold in the shop this week, and how many points it cost

Four numbers, and none of them add up to each other

Active players counts daily, weekly and monthly separately on purpose: a player who returns twice in a week is one player in the weekly figure and two in the daily one. The mission funnel shows occurrences seen, opt-ins and completions, per mission. Streaks splits how many are running right now from a second number, how every ended run ended, by length. The marketplace section shows units sold and points spent, by day. Pick 7, 30 or 90 days and one switch moves all four, but only the tab you have open actually fetches anything.

One of these numbers is about billing, not about you

The date-range figure is a separate read from daily, weekly and monthly: it ends today rather than yesterday, and it's the number a Live invoice gets written from.

What this won't do

It doesn't duplicate the points balance, that chart lives on the points screen next to the balances it's understood against. And it isn't a BI tool: it answers whether a mechanic is working, not what that did to revenue, since revenue isn't an event we were sent.

Where this gets set up

Nothing to configure. It's built automatically from the , missions, streaks and marketplace items you already have running.

Insights

Look any player up. See exactly what we have on them.

A searchable list of every player in an environment, and one profile deep.

  • Search a player by the id you gave them
  • See every attribute and event defined, whether or not this one has it
  • See the raw events we actually received, most recent first
  • See every reward they earned and every marketplace purchase

The search matches the start, not anywhere inside

Type the beginning of an id and it narrows the list. The search lives in the url, so a roster view is linkable and survives a reload. The page you're on doesn't: it belongs to one search, and a link to page four of somebody else's wouldn't be useful to send.

One profile, four tabs

Values lists every attribute and event defined in the environment, whether or not this player has one set. Activity is the raw events we received, most recent first. Rewards shows every grant this player earned, and whether it's pending, granted or failed. Purchases shows every marketplace purchase, what it cost, and its delivery status.

Looking never changes anything

A player's own mission feed can start their clock the moment it's read, by design. This operator view deliberately doesn't carry that side effect: every read here is just a read, never the thing that starts a player's clock.

Where this gets set up

Nothing to configure either. The profile is filled in entirely from the and your own site is already sending.

Tracking

An event is something a player did.

Every time a player does something worth noticing, your site tells Gemifier. That's an event.

  • A player logged in
  • A player made a deposit
  • A player finished a game session
  • A player verified their ID

Most events build up to a running total

Say Maria deposits $50 on Monday. Gemifier's count for "deposits this month" goes from $0 to $50. She deposits $30 on Wednesday. It goes to $80. Every mission and streak is built on totals exactly like this one: "deposit $200 this month" needs something totalling deposits, and "log in 5 days running" needs something counting logins.

Counts, or money

Some totals are a plain count: how many times a player logged in, how many sessions they played. Others are money: how much they've deposited. If you take payments in more than one currency, convert to one before you send the amount. Gemifier doesn't convert currency for you.

Or several details at once

A deposit isn't just an amount. You can send how they paid, which product, whether it was their first one, and Gemifier keeps each as its own detail. A campaign can then count just the deposits that match, like card payments on casino games.

Where this gets set up

Your team decides what to track in the dashboard: logins, deposits, sessions. Your website then has to actually tell Gemifier every time one of those things happens. If nobody tells it, Gemifier has no way of knowing it happened.

Tracking

An attribute is a fact about a player right now.

Not something you add up: something you look up. A VIP tier, a country, a yes-or-no.

  • Their VIP tier: Bronze, Silver or Gold
  • The country they signed up from
  • Whether their ID is verified
  • The date they joined

The quick test

If the question is "how many" or "how much", it's an event. See . If the question is "which one" or "is it true", it's an attribute.

Every new value replaces the old one

Maria is Silver tier. She crosses the spend threshold, and her tier becomes Gold. Nothing added up, no history kept. Look her up tomorrow and it will say Gold, not "Silver, then Gold." That's the opposite of an event, which only ever adds to a running total and never forgets the ones before it.

What they're for

Deciding who an offer is for. A mission or bonus can go to every player, or only to the ones who match something you know about them: a win-back offer only for players who haven't logged in for 30 days, a VIP bonus only for players on the Gold tier.

You keep them up to date

Nothing is worked out by Gemifier on its own. Your site tells it the moment something changes: a tier upgrade, an ID verification, a country update. It stays exactly what you last said until you send something new.

Tracking

Deciding who a campaign is for.

One rule, with a name. Write it directly on the mission, streak or item it applies to, or build it once as a segment and point as many campaigns at it as you like.

  • Gold tier and deposited over 500 this year
  • No login in the last 30 days
  • Joined in the last 7 days

A rule like this is built from the same facts you already track: events and attributes. A win-back rule is about logins. A VIP rule mixes a tier with a deposit total. Nothing new to learn: it's the same rule builder wherever you need one.

Write it once, or write it everywhere

Other tools make you build an audience list first, save it, and remember to refresh it. Here there's no stale list either way. Write the rule directly on a mission, streak or item, and Gemifier checks it against each player's own numbers the instant it matters. Or build it once as a named segment, on its own screen, and point as many campaigns at it as you like: change the segment, and every one of them updates immediately.

Where you write it

The same rule builder sits on every mission, streak and marketplace item in the dashboard, and on segments too. Build a segment once there's a rule worth reusing; write it inline when there's only ever one place it belongs.

What this looks like

The same rule builder, every time. One thing, a comparison, a value, and an optional window, nested with AND/OR when one line isn't enough.

Something you know about them
Attribute tier in gold, platinum
A running total, since the beginning
Sum of deposit > 1,000 no window: since the beginning
Nested AND / OR
Match all of the 2 rules below
Attribute country in DE, AT, CH
Attribute tier = new
Segment "VIP" · referenced by 2
Match all of the 2 rules below
Attribute tier = gold
Sum of deposit > 500 this calendar year
Built once, pointed at by a mission and a marketplace item. Move the 500 bar here, and both follow.
Engagement

An achievement is earned once, and kept forever.

Not a goal to reset, and not a habit to keep: a trophy. One condition, checked against a player's whole history, not a window that resets. The moment it is first true, it is earned and held for good: no re-check, no expiry.

  • Cross 1,000 lifetime deposits, keep the trophy forever
  • Verify your ID and reach Gold tier, earned the day both are true

Three objectives, three different windows

A mission's objective counts since the player started that mission. A streak's condition counts today only, reset to zero the moment a single day is missed. An achievement's condition counts the player's whole history, with no window to choose at all. Same rules engine, same comparison operators underneath; only what the count resets against is different.

Gated like a mission. Rewarded, or not.

An achievement can carry the same eligibility condition as a mission or a streak, judged the moment its own condition first holds true. A reward is optional: points, a catalog item, both, or neither. Plenty pay nothing at all and still mean something, since the trophy itself is the point.

Where this gets set up

Same as missions and streaks: built entirely in the dashboard, no developer needed to launch or change one.

What this looks like

Achievements don't have a themed card of their own yet, so this is the rule that runs, the same way the dashboard shows it.

1,000 lifetime deposits
Count of deposit ≥ 1,000 lifetime, no window to choose
Earned on the deposit that crosses 1,000. Held from that moment on, whatever the count does next. Reward: none.
Verified and on the gold tier
Match all of the 2 rules below
Attribute email verified = true
Attribute tier = gold
Earned the first day both are true at once, even if the tier slips back to silver later. Reward: catalog item.
Engagement

A mission is a goal, with a reward at the end.

Tell players what to do, and what they get for doing it. Gemifier watches and works out who's finished. Nobody checks accounts by hand.

  • Deposit $200 this month, get 500 bonus points
  • Play 10 game sessions this week, get 20 free spins
  • Verify your ID, get a welcome bonus

Three parts: a goal, who it's for, and a reward

The goal is whatever you're already tracking: deposits, sessions, logins. Who it's for can be everyone, or only players who match a rule, like being on the Gold tier. The reward is points or something from your catalog, like free spins or merchandise.

One-off, or repeating

A mission can run once, or reset and start over. A weekly challenge gives every player a fresh shot every Monday, so you can see how many finish in a typical week rather than just how many ever finished once.

Starts on its own, or needs a yes first

Most missions just start the moment a player qualifies. Nothing is asked of them. Some need the player to opt in first, which suits anything that feels like a commitment, like a 30-day challenge.

Where this gets set up

Missions are built entirely in the dashboard. Launching, changing or retiring one never needs a developer.

What this looks like

The same card the dashboard shows, whether a mission runs once or resets on a cadence: the tag and the "Resets" chip are the only difference. Open "Read more" for the condition behind each one, in plain language and as the rule that actually runs.

One-time

Onboarding

Verify your email and make a deposit for the first time.

2 objectives
1 / 2
One-time

VIP bonus

A bigger goal for your Gold tier players.

1 objective
One-time

30-day challenge

An opt-in habit challenge for your most engaged players.

1 objective Manual opt-in
Daily

Daily check-in

Log in once today.

1 objective Resets
Weekly

Weekly depositor

Reach 3 deposits this week.

1 objective Resets
Monthly

Monthly spender

Reach $200 in deposits this month.

1 objective Resets

Grouped into a collection

Missions also has a Collections tab: a themed, ordered track built from missions you already have, with room for one extra mission that only shows up inside it.

"First week" collection
1 · Verify emaildefault
2 · Deposit madedefault
3 · Gold tier previewcollection only
4 · Claim rewarddefault
Visibility

What everyone sees in the main list:

Verify emaildefault
Deposit madedefault

What a player who opens "First week" sees:

Verify emaildefault
Deposit madedefault
Gold tier previewonly here
Engagement

A streak rewards doing it again tomorrow.

Not a one-off goal: a habit. Miss a day, and it resets to zero.

  • Log in 5 days in a row, get a bonus
  • Play a game every day this week, get a prize on day 7

It counts consecutive days, nothing else

A streak pays out at the milestones you choose: day 3, day 7, day 30. Miss a single day and the count starts over from zero. There's no grace period and no "streak saver". What you see is what a player gets.

Why it's worth having

A mission gets a player to do something once. A streak is what turns an occasional visitor into someone who checks in every day, because missing a day costs them their progress.

Where this gets set up

Same as missions: built in the dashboard, no developer needed to launch or change one.

What this looks like

The same card the dashboard shows, with a milestone ladder instead of a single progress bar, since a streak has no finish line to put one against.

Daily

7-day login streak

Log in once a day to keep the run going.

3 milestones Next at day 30
Day 3
50 points
Day 7
200 points
Day 30
Catalog prize

Day 12 of a run: day 3 and day 7 already paid, day 30 still ahead.

Gated the same way a mission is
Match all of the 3 rules below
Count of login ≥ 1 this calendar day
Sum of deposit ≥ 20 this calendar day
Attribute tier in silver, gold
All three have to be true the same day for it to count.
Engagement

A leaderboard ranks players against each other.

Not a goal to reach alone: a competition, with a ranking everyone can see.

  • Top depositors this week
  • Most game sessions played this month

Built on something you're already tracking

A leaderboard ranks players by a total you already have, such as deposits, sessions or points, over a period you choose, like a week or a month. It resets for the next period, so a quiet player in week one has just as much of a shot in week two.

Why it's worth having

It's one of the best tools for VIP engagement: a leaderboard makes your top players feel seen, and gives everyone else something to chase.

Where this gets set up

Also in the dashboard. Pick what it ranks by and how often it resets, and Gemifier keeps it updated.

What this looks like

The same card the dashboard shows, plus the full standings a reader taps through to.

Monthly

Top depositors

Ranked by total deposits. Resets to zero when the period settles.

  1. 1st2,000 points
  2. 2nd1,000 points
  3. 3rd–10th250 points

Ranks update the instant a qualifying event lands. Rewards for each rank band pay out the moment the period settles.

The standings behind it
#PlayerTotal deposits
1player_88214,210
2player_19043,860
3player_55673,102

Score as a team instead by grouping on an attribute like country: everyone sharing it is ranked together, added up.

Economy

Points are a number you brand, not real money.

Players earn points by finishing missions and keeping streaks going, then spend them in your shop. Name them in your own app, in any language you sell in.

  • They finish a mission: the points you set land straight in their balance
  • They reach a streak day that pays
  • They buy something in your shop: the price comes off
  • You add or remove some yourself, and give a reason

Four causes, one balance

Points go in when a player finishes a mission or reaches a streak day that pays. They come out when a player buys something in your shop, or you adjust the balance by hand. A manual adjustment always needs a reason, and it shows up in their history same as anything else.

A ledger, not just a number

Every change writes its own line, and no line is ever edited. A year later you can still explain exactly how a player got to the number they're on: which grant, which purchase, which manual adjustment, and when.

Never real money

Points are just a number we count for you. Anything worth actual value is your own prize, described in the and handed over by you.

Where this gets set up

Name and brand your own point currency in the dashboard. Nothing for a developer to build beyond sending the events that earn it.

What this looks like

One player's ledger, every movement kept as its own line.

points ledger · player_8821
Welcome bonus mission+500
7-day streak reward+200
Marketplace purchase−300
Goodwill adjustment+50
Rewards

A catalog entry is a prize, described once.

Not the prize itself: a description of the kind of thing it is, so the same entry can be worth a different amount wherever you use it.

  • A 10% off coupon
  • A bonus spin
  • A free delivery credit
  • A hospitality invite

One entry, many places

The same catalog entry can sit on a mission reward, a streak milestone and a marketplace item, each supplying its own value for that use: 10 on the mission, 5 on the streak, 20 in the shop. Rename the entry once, and every campaign referencing it follows.

We record it. You hand it over.

When a real prize is earned, we record who won it and which campaign caused it, then post that to every address you've registered for it, signed so your side can prove it came from us. Your own system then issues the prize. A points reward skips all of this: it lands straight in the and is finished there.

Sandbox has its own catalog

A test campaign can never reach the catalog that issues real prizes.

Where this gets set up

Built in the dashboard: describe the prize once, then attach it with its own value wherever you reward it.

What this looks like

Three catalog entries, each attached wherever it's rewarded.

Welcome bonus
TypePoints
Value500
7-day streak reward
TypePoints
Value200
VIP merchandise
TypeReal prize
Delivered byyour webhook
Rewards

The marketplace is a shop where points get spent.

Points nobody can spend are just a number on a screen. The shop puts a price in points on prizes you've already described in the catalog.

  • A 10% off coupon at 1,200 points
  • A delivery credit at 3,000 points, 40 available each week
  • A hospitality invite at 25,000 points, once per player, ever

Priced in points, stocked like a shop

The points come straight off a player's balance, it shows in their history, and a balance can never go below zero. One tap buys one thing: no basket, no quantity box, so the stock count shown is always right.

On sale whenever you choose

An item can sit in the shop permanently, go on sale between two dates and disappear, or come back on a recurring schedule with its stock refilled each time. You can also give each player their own week, counted from the day they last bought, so they aren't all buying on the same day.

Still no real money

Same rule as everywhere else on the side: we record the purchase, you hand over the prize.

Where this gets set up

Built in the dashboard too: pick a catalog entry, then set a points price and how it's available.

What this looks like

The same card the dashboard shows: what it costs and what it grants, never the webhook key or the stock bookkeeping behind it.

Always available

Welcome bonus

Everyone
  1. Welcome bonus voucher× 1
Recurring

VIP hoodie

Gold tier only Limited stock
  1. VIP hoodie× 1
On sale

Delivery credit

Everyone Limited stock
  1. Delivery credit× 1
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