Roadmap Period: Q1 & Q2 2020
Last updated: 2020-02-04
Our High Level Roadmap is a collection of Epics that we are either currently working on or that are roadmapped for work within the indicated roadmap period. A new High Level Roadmap is published at the start of Q1 and Q3 respectively.
This roadmap is somewhat subject to change but changes will be clearly indicated with the planned action for such changes.
If anything looks extra interesting to you, or if you think that something is missing or needs improvements, please let us know through the feedback tab. Let us know by clicking the
Custom behaviour creation tool making it possible for our clients to gamify any type of behaviour on their own, we will of course still be here to help out!
Segmentation management views making it possible to set up your own segments, set balance variations per segment and other useful tweaks
Account access levels for assigning different admin roles within organizations
Multiple product administration per company
User progression & Metrics within user management
API & Data Services
Progression Data: Tools to give our clients more ways to work with end user data. Both for individual users but also working with comparing groups of users with each other.
A/B-test system: Tools letting clients Plan and run A/B-test campaigns for GWEN
UX & Styling tools: Tools to set even more of the style of the app with backgrounds etc. Let your creativity blossom!
Notifications: Together with the coming features for our notification module, we will also improve on the way the companion app works with this messaging system with great retention boosters & in app communication.
Onboarding features: Fully customizable onboarding flow for the app where our clients can put together a slide-reel of texts and images to better get end users up to speed.
Various Mechanics & Features
Team modes: Adding the possibility of setting up teams for your users which are then used within our other various modules where they instead/also will progress together with the rest of the team as well as on their own. First out: team mode for the Level module
Social transparency: We will add a social transparency layer to many of our modules making the general progression of others visible to your users in the form of comparison metrics telling the user how their progression holds up in relation to others - let the competition begin!
Availability rules: Set availability for various module entities based on user groups, dates, scarcity etc. Making it possible to tie shop item availability to completion of specific achievements, only being able to take part of an achievements when a certain level is reached etc.
Challenges: Create and schedule time-based events with objectives for end users to complete. Set a goal for how much they are to do each objective and how they will get rewarded. The objectives are connected to behaviours as usual. End users will then need to join a challenge and later claim their prize manually driving even more retention!
Seasons: Create engagig and rententive time-scoped themes for your gamification setup. Descide which progression is to be reset and what is to be kept between seasons. Great for making your service stay relevant all year round and create urgency for month to moth usage.
Notifications: Working with notifications is an important part of engaging with end users. With our updates to the notifications module, our clients will get more tools to do just this on a regular basis!
Self-report: The self-report module will see usability and flexibility improvements both making it a more versatile tool for our clients and also easier to handle for their users
Missions: Give the user a bit more power to skip objectives, work with both finite and infinite mission journeys and set up multiple, parallel & even more tailored onboarding journeys. We will also add the possibility of setting time scheduling for mission journeys making it possible to work with daily missions and much more
Leaderboards: Set up leaderboard custom sections and let end users compete in groups as well as one by one
Achievements: Create more intricate achievements with more than 1 objective, set up easter eggs with hidden achievements and use achievement completion as availability rules to unlock new content
Levels: Levels will see improvements to its frontend components handling cooldown and the level event log
Shop/Rewards: Custom item types will be added and connected to that, the front end will have possibility to display items based various item information such as cost, types, availability and more.