Campaigns
The five campaign types, who can join, and how budgets and limits work.
Your team creates campaigns in the dashboard. As a developer you mostly need to know which events each one listens for and what your server will be asked to pay.
Campaign types
| Type | A player wins when… | Listens for |
|---|---|---|
| Challenge | they do the event N times (optionally each worth at least an amount). With more than one win allowed, the count starts again after each win. | one event |
| Streak | they do the event every day, week or month (or every weekend) for N periods in a row. Missing a period starts the count again. | one event |
| Leaderboard | they're in the top N when it ends, by number of events or by total amount. Ties go to whoever got there first. | one event |
| Referral | a friend they invited does the event for the first time. Both of them win. | one event + referred_by |
| Trivia | they score enough in a quiz (or make the top N), played in the Rewards Hub. Timed on Onari's servers. | nothing: played in the Hub |
Who can join
- Everyone, new players (first seen in the last 30 days), or inactive players (no events in the N days before the campaign started).
- Hold-back group: optionally keep a percentage of players out of the campaign to measure its effect. They don't see it and can't win.
A player's audience is decided the first time they touch the campaign and doesn't change after that.
Limits that protect your budget
- Budget: a hard cap on the total value of rewards. Once a reward wouldn't fit, nobody else wins; you get
budget.threshold_reachedat 90% andcampaign.budget_reachedwhen it's used up. - Wins per player: usually 1.
- Schedule: start and end dates in your time zone.
Pausing and ending
Your team can pause, resume or end a running campaign. While paused, players keep their progress but nobody can win. Ending a leaderboard or "top N" trivia pays its winners straight away.