Creating Steps
Learn how to create and configure steps within a progression
Creating Steps
Steps are the individual milestones within a progression — each one represents something the player must achieve, such as completing a quest, reaching a level, or defeating a boss. Steps can grant rewards, require unlock conditions, and connect to other steps to form branching paths.
Accessing the Step Editor
From the Progressions page, click Open on any progression to enter the Progression Editor. Here you can view your steps in Table View (a sortable list) or Tree View (a visual flow diagram powered by ReactFlow). Click Add Step to open the step creation dialog.
Step Creation Dialog
The step creation dialog is organized into three tabs: Basic Information, Initial Setup, and Exit & Conditions.
Tab 1: Basic Information
Step Name
A unique identifier for this step within the progression (alphanumeric characters and underscores only, minimum 2 characters, e.g. defeat_boss_1, reach_level_10). This cannot be changed after creation.
Description
An optional text field to describe what this step represents (e.g. "Player must defeat the first dungeon boss to advance").
Metadata
An optional JSON object for custom data that your game client can read via the SDK. Must be valid JSON. Defaults to {}.
``json { "difficulty": "hard", "bossId": "boss_001", "mapRegion": "dark_forest" } ``
Expected Duration
Optionally set a time range (in seconds) for how long you expect this step to take. Provide both a Min and Max value, where Min must be less than or equal to Max. This is used for analytics and reporting.
Tab 2: Initial Setup
This tab configures what happens when the step starts and what conditions must be met to unlock it.
Unlock Conditions
Unlock conditions determine when this step becomes available to the player. Conditions are organized into groups:
- Conditions within a group use AND logic — all must be met.
- Groups use OR logic — any single group being satisfied unlocks the step.
To add conditions, click Add Condition Group, then add conditions to the group. Two condition types are available:
Element Value Conditions — Require the player to have a certain amount of a currency, resource, item, or statistic. Configure: - Target Type — currency, resource, item, or statistic - Target Element — the specific element to check - Operator — >=, <=, >, <, ==, or != - Value — the threshold to compare against
Progression Step Conditions — Require the player to have reached a specific status on another step. Configure: - Target Step — the step to check (can be from any progression) - Status — unlocked, started, or completed - Count (for started/completed) — how many times, with an operator (e.g. "completed >= 3 times") - Target Exit (optional) — a specific exit node if the step has multiple outcomes
Tip: If you want a step to only be unlockable by randomizers (chance-based systems), you can enable the Unlock from Randomizer option instead of setting manual conditions.
Initial Operations
Operations that run automatically when the step starts. Each operation modifies a game element: - Select the type (currency, resource, item, or statistic) and the specific element - Set the amount to grant or deduct - Optionally add conditions to make the operation run only when certain requirements are met
Pre-Reward Operations
Operations that run after the step ends but before exit node rewards are distributed. Same format as Initial Operations.
Post-Reward Operations
Operations that run after all rewards have been distributed. Same format as Initial Operations.
Tab 3: Exit & Conditions
This tab defines how the step can end and what the player receives.
Exit Nodes
Every step needs at least one exit node. Exit nodes represent the possible outcomes of a step — for example, a combat step might have "Victory" and "Defeat" exits, each granting different rewards.
For each exit node, configure:
- Exit Name — A unique name within the step (e.g. "Victory", "Defeat", "Draw").
- Auto-Complete — When enabled, the step automatically completes through this exit when the ending conditions are met. When a step has multiple exit nodes, auto-complete is disabled and the game client must choose which exit to trigger.
- Rewards — What the player receives when completing the step through this exit. Each reward specifies a type (currency, resource, item, or statistic), the element, and the amount. You can add conditions to rewards so they only trigger when specific requirements are met.
To add multiple exits, click Add Exit Node. This is useful for branching progressions where different outcomes lead to different paths.
Ending Conditions
Ending conditions determine when the step is ready to be completed. These are shared across all exit nodes. Two condition types are available:
Element Value Conditions — The step can end when a game element reaches a certain value (e.g. "enemy_kills >= 10").
Progression Step Conditions — The step can end when another step reaches a certain status (e.g. "tutorial_complete is completed").
Tip: If no ending conditions are set, the step can be completed at any time by the game client.
Execution Limits
Control how many times a step can be run: - Unlimited (default) — The step can be repeated any number of times. - Execute Once — The step can only be completed once per player. - Custom Limit — Set a specific maximum number of executions (must be 2 or more).
Creating Your Step
Once you've configured the fields across all three tabs, click Create Step to save. Your new step appears in the progression's step list and in the Tree View.
Next Steps
With your steps created, continue to Managing Steps to learn how to edit and organize your progression flow.