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Game retention design workspace

Design core loops
visually
Analyze, simulate, ship

Model your game loop with 32 palette node types, score retention in real time, run step simulations with personas, and publish versioned state spaces—integrate via REST API or MCP. Ask AI Sidekick for feedback and share read-only links with your team.

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Core loop previewLive
Press enter or space to select a node. You can then use the arrow keys to move the node around. Press delete to remove it and escape to cancel.
Press enter or space to select an edge. You can then press delete to remove it or escape to cancel.
Palette node types
32
Node categories
7
Psychology detectors
11
Workspace areas
8
01

32 building blocks

From core loop flow to economy, social dynamics, monetization, and psychology—everything you need to express a complete game loop, aligned with the editor palette.

Node types

Control

06

Entry

Loop entry point—login, quest accept, event start, and other moments the player enters the loop.

Sequence

Executes connected outputs one at a time in order on each visit—tutorial steps, phase cycles, or…

Router

System evaluates output edges in order and follows the first true branch; last edge is always tr…

Gate

Splits flow into branches based on whether conditions are met—level, currency, flags, etc.

Choice

A branch where the player deliberately chooses a path—class picks, skill directions, quest optio…

Trigger

Sets custom state values without entity/resource links; active attributes apply on visit.

Play

06

Action

An active behavior that requires player attention and effort—combat, crafting, exploration, puzz…

Mission

A task given to the player; starting point for flows that lead to success or failure.

Scene

Full in-game screen change—world travel, dungeon entry, map loads.

Staging

Passive viewing—cutscenes, intros, non-interactive presentation.

Onboarding

Tutorial, account setup, mandatory guided flow.

Progression

Long-term growth—levels, ranks, mastery over time.

Emotion

03

Success

Player succeeds—competence satisfaction; opposite path from failure.

Failure

Player failure—death, timeouts, defeat; competence loss; tie to loss branches.

Tension

Anticipation before outcomes resolve—gacha suspense, high-stakes choices, buildup toward goals.

Economy

07

Reward

Extrinsic rewards from actions—XP, items, titles, and other 'you got something' moments.

Unlock

Content or features open up—levels, achievements, payments; connect resources for costs and rewa…

Purchase

One-way spend of currency for items or features—upgrades, entry fees, enhancements with no retur…

Disposal

One-way removal of items or resources—including selling and inventory cleanup without compensati…

Convert

Currency exchange—shops, crafting, converters where one resource becomes another.

Payment

Real-money payment—IAP, battle pass, subscriptions.

Ad

Ad exposure in the loop—rewarded or interstitial placements.

Social

04

Co-op

Cooperative play with others—parties, raids, team missions; strong relatedness.

PvP

Direct player competition; branch on win/loss to rewards or failure.

Community

Belonging structures—guilds, clans, friend lists for ongoing relatedness.

Share

Sharing content or invites outward—social, referrals, external loop links.

Reference

04

Flow

References another flow as a sub-loop in simulation—runs the linked graph with zero delay, prese…

Entity

In-game concepts—characters, items, places, systems defined in the project.

Resource

Places a resource on the canvas; connecting nodes creates resource flow edges.

Table

Places a project data table; only data edges connect to other nodes.

Misc

02

Memo

Free-form sticky notes on the canvas for intent, assumptions, and TODOs.

Group

Visually groups nodes for clarity.

02

From loop design to runtime integration

Everything a game designer needs to model, validate, and ship core loop structure.

Features
Visual loop design
Drag-and-drop nodes with 4-way handles, arrowheads, and Alt+drag handle repositioning.
  • 32 palette node types (7 categories)
  • Flow / Resource / Relation edges
  • Group nodes and resource system
  • Dagre auto-layout and undo/redo
Real-time loop analysis
The graph is analyzed on every change—retention score, friction, and psychology patterns update instantly.
  • Retention score (0–100, S–D grades)
  • Cycle detection and friction analysis
  • 11 psychology pattern detectors
  • SDT-based success, failure, and tension evaluation
Simulation and personas
Step through the graph with a live log and metrics. Attach virtual player personas to test assumptions.
  • Step-by-step simulation with event log
  • Expression-based gates and conditions
  • Metrics charts during playback
  • Persona profiles per project
AI Sidekick
An assistant that reads your active graph and workspace context—ask for loop improvements without leaving the editor.
  • Live graph context in every reply
  • Claude Sonnet via AI Gateway
  • Streaming markdown responses
  • English and Korean support
Team collaboration
Manage projects under organizations, invite members, and share read-only views with a single link.
  • Organization and project hierarchy
  • Member invitations (Owner / Admin / Member)
  • Public read-only share links
  • JSON and PNG export
State spaces and integrations
Publish versioned manifests from your design and connect external tools through API or MCP.
  • Revision snapshots and playable instances
  • Session replay and changelogs
  • REST API with OpenAPI spec
  • MCP server and agent Skills
03

Everything in one place

Each game project holds flows, supporting data, and runtime artifacts under a single workspace—no scattered spreadsheets or siloed tools.

Project workspace
Flows
Layouts
Entity Templates
Resources
Data Tables
Personas
Files
State Spaces
04

Four steps to a shippable loop

Workflow
01
Create org and project

Sign up, create an organization, add a game project, and invite teammates to collaborate.

02
Model the core loop

Place nodes on the canvas and connect them. Start from a genre template or a blank flow.

03
Analyze and simulate

Check retention score and psychology patterns in the analysis panel. Run step simulations with personas.

04
Publish and integrate

Create a state space revision, play test instances, share flows, or connect agents via API and MCP.

05

From design doc to playable state space

Publish a revision when the loop is ready. Test with instances, replay sessions, and wire agents or services through API and MCP.

Runtime
State spaces
  • Versioned manifests frozen from flows, resources, templates, and layouts
  • Playable instances with snapshots, transitions, and session replay
  • Revision changelogs with AI-generated migration narratives
Integrations
  • In-app REST API docs and OpenAPI spec
  • MCP server and agent Skills for external tooling
Org-scoped API keys for programmatic access
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