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Fiescrow

Games & Interactive

Streaks, leagues, quests, badges and arcade play. Getting these right is a balance problem. The difficulty curve, the reward schedule and the cost of missing a day all have to be tuned against how people actually behave, which takes data. We built a five-subject learning app on exactly this.

  • Unity
  • C#
  • Flutter
  • WebGL
  • Go

What this covers

The parts we actually do

Progression systems

Streaks, levels, leagues and quests, with the maths behind them written down.

Reward economies

Energy, currency and unlocks, balanced so the free tier is still worth using.

Arcade and mini-games

Short-session play built to sit inside a larger product.

Live tuning

Changing the balance from a dashboard instead of shipping a new build.

What you get

Deliverables

Named up front so there is no argument about scope at the end.

  • Playable build
  • Documented economy and progression model
  • Live configuration dashboard
  • Retention and balance reporting

Proof

Where we have done this

Our own products, running in production. Open them and judge for yourself.

Learning

Selah

Live

A daily learning app across five subjects, with streaks, leagues and quests doing the work that willpower usually has to.

Academies
5
Bible versions
6
Free daily energy
25

Need games & interactive?

Tell us what the problem looks like from your side. We will tell you what it would take to fix it.

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