Everything below is open to everyone. The architecture & API reference is gated to site admins and collaborators.
How to enroll, progress through an Adventure, and understand the reward systems as a player.
BLUERABBIT wraps your learning content in a real game engine: a Journey Map of milestones, a reward system built on XP, BLOO and …
Whether your organization invited you or you're setting one up yourself, here's what happens the first time you sign in to BLUERA…
Every adventure puts the same frame around its content: a few controls in the top corners of the screen, a menu, and a taskbar al…
BLUERABBIT tracks your progress with three separate numbers. They look similar at a glance but do very different jobs. Your adven…
The Journey is the visual heart of every adventure: a map of milestones laid out by whoever built it — a path, a skill tree, a to…
A Milestone is the core content unit in BLUERABBIT: one node on the Journey Map. Each Milestone is built from smaller pieces call…
Some adventures don't just wait for you to choose what to play next. The world acts on you: you open the Journey and something ha…
Your Achievements Page The Achievements page (your adventure may call it something else) opens with a showcase of two cells: M…
The Item Shop is where BLOO gets spent. Everything you buy, or pick up along the journey, lands in your Backpack. Both share a ta…
Beyond badges and ranks, an Adventure can give you two more things to keep: certificates you can print, and secrets — bits of sto…
Some Adventures measure more than what you've learned. They ask questions that build a picture of how you like to play, learn or …
The Journal is your full record inside one Adventure: how far you've come, what you've handed in, how your quizzes went, your ski…
Everything about you as a person, separate from any one Adventure, lives on My Account. Open it from your profile panel (click yo…
Stuck, short of time, or not sure where to look? There are several ways to get help inside an Adventure. Which ones you see depen…
BLUERABBIT has two play areas, not one. The Journey is your individual progression: milestones, XP, levels, achievements. The Gar…
Skills and Blooms are the two ideas the whole Garden rests on. They're simpler than they first look, because they're really the s…
There are two ways to recognise another player, and they're deliberately different. Click anyone in the Garden to open their draw…
The Garden isn't only about recognising work that already happened. It's built to get people talking in the first place. Asking …
Tasks are how you improve yourself. They're the Garden's mechanic for getting better at something: build a habit, practise a skil…
Missions are how you improve your Garden. Where a Task makes you better, a Mission makes the relationships around you better. It'…
Setting up your organization and billing, then a full Game Master manual — designing milestones, steps, rewards, guilds, the item shop, branching, roster management, AI grading, and more — plus a worked example that builds a real Adventure end to end.
This is the setup flow for the person who will run Adventures: the account owner, facilitator or L&D lead. If you were invite…
The shortest route from nothing to a journey players can open. Each step links to the page that covers it in depth. 1. Start Fro…
Everyone in an Adventure holds one role in it, and there are three ways to bring people in: add them yourself, import a CSV, or s…
If you run the same program again and again (a monthly new-hire class, a bootcamp that restarts every term, the same training for…
Billing lives entirely inside the app. This website never takes payment; it only points you to the app. Plans at a Glance Bas…
The Journey Builder is where you design the map itself. Your milestones and Tabis are already on it once you've made them; the bu…
A Tabi is a chapter of the journey. It's either a tile on the map that opens onto a group of milestones, or a collectable picture…
A Tabi can carry artwork that changes as the player looking at it progresses: a lemonade stand at level 1, a food truck at level …
A Milestone is the unit of design in BLUERABBIT: the thing you're actually placing on the Journey Map. Before you touch a single …
The end-to-end flow for getting one piece of content from an idea to a node players can actually reach on the map. 1. Decide Wha…
Steps are the moment-to-moment content inside a Milestone: the thing a player is actually looking at. A Milestone can chain as ma…
A fast lookup for all 28 Step types available inside a Milestone, grouped the way the builder's Step Type menu groups them. See T…
A recurring character shouldn't have to be retyped on every line. Forty lines of the same mentor used to mean forty chances to sp…
A Challenge is the other thing you can place on the Journey Map alongside a Milestone. Where a Milestone provides knowledge, a Ch…
Step-by-step. See Challenges — Concept if you haven't decided whether you want a Challenge or a Milestone, and How to Build a Mil…
A Profile Test measures something about a player rather than testing what they know: a player type, a working style, a team role.…
Posts and Resources are the adventure's reading material. They aren't played like milestones and they don't sit on the Journey: p…
A condition is a rule about a player's progress: "reach level 5", "finish the Week 1 Tabi", "complete 3 milestones within 7 days"…
Not every Adventure needs to be a straight line. BLUERABBIT gives you three related tools for building forks and gates: a milesto…
Achievements are how you recognize progress beyond raw XP: a visible marker of what someone has actually done. As a GM you're des…
A certificate is the printable thing a player takes away from an Adventure. It's content the Adventure carries, like milestones a…
Should This Adventure Use Guilds? Guilds add a team layer on top of individual progress. They're good for cohort-based programs (…
The Item Shop turns BLOO from a score into an economy: a reason to keep earning it beyond the number going up. As the GM, you dec…
An encounter is the world acting on a player who was expecting an ordinary session: the fridge dies two hours before service, a b…
A consequence is a message that lands on a player when something happens to them: "You've gone into debt", "You're halfway there"…
The companion how-to for Understanding XP, BLOO & EP. This is where you change what the three currencies are called, whether …
A QR code is how something that happens in a room counts inside an Adventure. A player scans a printed or projected code with the…
Not every part of an Adventure needs to be a milestone. The Schedule is a separate, informational layer for anything tied to a ti…
Step by step. See The Event Schedule — Concept for what sessions and speakers are for. Switch the features on. In the adventu…
If you already have e-learning content built in another authoring tool, you don't have to rebuild it inside BLUERABBIT from scrat…
Step by step. See SCORM Packages — Concept for when a package is the right call. Export your course from its authoring tool a…
The Wall The Wall is your Adventure's shared message board. It's in the menu when the Adventure's Wall / Social feature is on, an…
Not to be confused with: this is about emailing people already enrolled in one of your Adventures. It's a separate system from bl…
Open Admin Tools → Email Notifications. The header shows how many eligible recipients the Adventure has. Write a Subject and…
You can drop a player's own details straight into the text you write, so a dialogue step reads "Nice work, Sam — you're level 6" …
Skills are yours to define, per adventure. Everything in the Garden runs off this catalogue: hexagon colours, help request tags, …
Once your skills catalogue exists, the Garden largely runs itself: players endorse, gift, ask for help, answer each other and con…
What Needs Grading, and What Doesn't Most Step types need nothing from you. Content steps complete on their own, answer-checked s…
For grading at real scale — a full cohort's worth of answers on one milestone — the review screen has two tools beyond grading on…
How the A.I. reads and grades answers is covered in Grading & AI-Assisted Feedback. This page is the settings walkthrough for…
Stats is where you see how a whole cohort is doing: who's active, where people stall, what they earn and buy, and how long they a…
Two step types produce more than a done-or-not-done: interactive case studies and videos. Each has its own report under Manage Co…
Every Adventure keeps an activity log: a running record of what players and staff do inside it. It's the place to answer "did the…
Adventure Settings is where an Adventure's own configuration lives. Open it from Admin Tools → Adventure Settings; inside a cohor…
Companion to Enrolling Players & Assigning Roles. This covers the day-to-day tools for a roster once people are in. They live…
Two tabs in Adventure Settings control what an adventure's frame offers and how it looks: Quick Links, the taskbar shortcuts, and…
The tools a GM reaches for once an Adventure is built: copying content, copying whole Adventures, fixing one player's run of a mi…
The GM side of the requests players send from the taskbar (see Getting Help). They land in Admin Tools → Player Requests, which i…
Several pages in this manual reference the same fictional adventure, so examples stay consistent instead of jumping between unrel…
Everything above in one build. This walks through designing "Launch Week", a two-week new-hire onboarding Adventure for a mid-siz…
Running more than one Adventure under one account — multi-Adventure Organizations, platform-wide branding, and how the plan tiers actually differ in practice.
Enterprise. An Organization groups one client's Adventures and people under a single name. It's built for a customer running seve…
Enterprise. Beyond each Adventure's own settings there's a platform-wide console, Sys Config, that shapes how BLUERABBIT looks an…
Prices and billing mechanics are covered in Billing & Plans. This page is about what actually changes as you move up a tier. …
Enterprise. User Management is the platform administrator's view of every account on the platform: who they are, what they can do…
Enterprise. Platform administrators control how people sign in and what can be uploaded, from the Security and SSO sections of Sy…
Full technical reference for the CI4 core — routes, models, and the data layer.