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 three-currency reward system (XP/BLO…
Whether you were invited by your organization or you're setting one up yourself, here's what happens the first time you log into …
BLUERABBIT tracks your progress with three separate currencies. They look similar at a glance but do very different jobs — organi…
The Journey Map is the visual heart of every Adventure — a zoomable, pannable canvas where every milestone shows up as a mileston…
A Milestone is the core content unit in BLUERABBIT — one node on the Journey Map. Each Milestone is built from smaller pieces cal…
Earning Achievements Achievements come in three types — Achievement (a one-off milestone), Path (part of a themed series), and Ra…
Item Types Items in BLUERABBIT fall into three categories: Consumable — used once, then gone (a hint, an extra attempt, an EP …
Everything about you as a person — separate from any one Adventure — lives under My Account, reachable from your avatar in the he…
My Work is your full record inside one Adventure — everything you've done, answered, and earned, in one place. Your GM can also v…
Stuck, or found something that looks broken? Two separate ways to get help, depending on what you need. Contact Admin (My Reques…
Certificate of Participation If your GM has enabled it, you can generate a printable certificate showing your name, level, rank b…
BLUERABBIT has two play areas, not one. The Journey is your individual progression — milestones, XP, levels, achievements. The Ga…
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 distinct ways to recognise another player, and they're deliberately different from each other. Click anyone's node …
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 ski…
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 admin-side setup flow — for enrolling as a player into an org that already exists, see Getting Started instead. 1. C…
Start From Scratch or a Template A blank Adventure gives you a clean Journey Map to design from zero. Starting from a template pr…
The Four Roles Player — the default. Progresses through the Journey Map like any participant. GM (Game Master) — a facilitat…
What's a Template Adventure? Any Adventure can be marked as a template. A template isn't meant to be run directly — it exists so …
Billing lives entirely inside the app — this marketing site never processes payment, it only points you toward account creation. …
Funnel View See how players move through your Adventure step by step — where most people start, and exactly which milestone tends…
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 m…
Achievements are how you recognize progress beyond raw XP — a badge on a profile, a visible marker of what someone has actually d…
Should This Adventure Use Guilds? Guilds add a team layer on top of individual progress — good for cohort-based programs (a bootc…
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're…
Not every Adventure needs to be a straight line. BLUERABBIT gives you two related but distinct tools for building forks: prerequi…
Random Encounters — Pop-Up Moments An Encounter is a quiz or challenge that can interrupt a player's session unprompted — a pop-u…
What a Milestone QR Code Actually Does Every milestone can generate a unique, scannable QR code. Scanning it completes that miles…
What Needs Grading, and What Doesn't Most Step types need nothing from you. Deliver steps complete on their own. Validate steps m…
Posting to the Adventure Wall Announcements post to a shared wall inside the Adventure — visible to everyone enrolled, independen…
Everything above in one build. This walks through designing "Launch Week" — a two-week new-hire onboarding Adventure for a mid-si…
A fast lookup for all 23 Step types available inside a Milestone. See The Full Step Library for the fuller explanation of each. …
Several pages in this manual reference the same fictional adventure so examples stay consistent instead of jumping between unrela…
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 Mi…
Not every part of an Adventure needs to be a milestone. The Schedule is a separate, purely informational layer for anything time-…
From your Adventure, open the Schedule section. Add a session: title, start/end time, and a room or location if it's in-pers…
If you already have e-learning content built in another authoring tool, you don't have to rebuild it inside BLUERABBIT from scrat…
Export your course from its authoring tool as a SCORM 1.2 or SCORM 2004 package (a single .zip file). Add a new step inside …
Not to be confused with: this is about emailing players already enrolled in one of your Adventures. It's a separate system from b…
From your Adventure, open Campaigns and start a new one. Choose your audience — everyone enrolled, a specific Guild, or play…
Your Adventure's settings screen is genuinely large — this page walks the tabs that don't get their own dedicated doc elsewhere. …
The companion how-to for Understanding XP, BLOO & EP — this is where you actually change what those three currencies are call…
Companion to Enrolling Players & Assigning Roles — this covers the day-to-day tools for managing a roster once people are alr…
The concept of AI-assisted grading is covered in Grading & AI-Assisted Feedback — this page is the actual settings walkthroug…
Quick Links (Taskbar) The taskbar shortcut buttons players see are configurable per Adventure. Toggle the built-ins on or off — J…
For grading at real scale — a full cohort's worth of open-text answers on one milestone — the review screen has a few tools worth…
Duplicator Copy milestones, achievements, Tabis, items, encounters, and speakers from one Adventure into another — or into the sa…
The GM-side counterpart to players' Contact Admin requests. Every message a player sends lands in your Adventure's Player Request…
Skills are per-Adventure and entirely yours to define. Everything in the Garden — node colours, help request tags, endorsements, …
Once your Skills catalogue exists, the Garden largely runs itself — players endorse, gift, ask for help, and answer each other. T…
You can drop a player's own details straight into the text you author, so a dialogue step reads "Nice work, Sam — you're level 6"…
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 several Adventures under one account — built for a customer running more than one cohort, prog…
Enterprise. Beyond a single Adventure's settings, there's a platform-wide settings console for organizations that want to shape h…
Pricing and plan limits are covered in Billing & Plans. This page is about what actually changes in practice as you move up t…
Full technical reference for the CI4 core — routes, models, and the data layer.