Documentation

Docs

Everything below is open to everyone. The architecture & API reference is gated to site admins and collaborators.

For Players

Using the Platform

How to enroll, progress through an Adventure, and understand the reward systems as a player.

Product & Platform Overview

BLUERABBIT wraps your learning content in a real game engine: a Journey Map of milestones, a three-currency reward system (XP/BLO…

Getting Started

Whether you were invited by your organization or you're setting one up yourself, here's what happens the first time you log into …

Understanding XP, BLOO & EP

BLUERABBIT tracks your progress with three separate currencies. They look similar at a glance but do very different jobs — organi…

The Journey Map

The Journey Map is the visual heart of every Adventure — a zoomable, pannable canvas where every milestone shows up as a mileston…

Completing Milestones & Steps

A Milestone is the core content unit in BLUERABBIT — one node on the Journey Map. Each Milestone is built from smaller pieces cal…

Achievements & Guilds

Earning Achievements Achievements come in three types — Achievement (a one-off milestone), Path (part of a themed series), and Ra…

Item Shop & Backpack

Item Types Items in BLUERABBIT fall into three categories: Consumable — used once, then gone (a hint, an extra attempt, an EP …

Your Account: Profile, Player Type & Privacy

Everything about you as a person — separate from any one Adventure — lives under My Account, reachable from your avatar in the he…

My Work: Your Personal Journal & Progress History

My Work is your full record inside one Adventure — everything you've done, answered, and earned, in one place. Your GM can also v…

Getting Help: Support Requests & Live Chat

Stuck, or found something that looks broken? Two separate ways to get help, depending on what you need. Contact Admin (My Reques…

Certificates & Secrets and Clues

Certificate of Participation If your GM has enabled it, you can generate a printable certificate showing your name, level, rank b…

The Garden — An Overview

BLUERABBIT has two play areas, not one. The Journey is your individual progression — milestones, XP, levels, achievements. The Ga…

Skills & Blooms Explained

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…

Giving Blooms — Endorsements and Gifts

There are two distinct ways to recognise another player, and they're deliberately different from each other. Click anyone's node …

Help Requests and Messages

The Garden isn't only about recognising work that already happened — it's built to get people talking in the first place. Asking…

Garden Tasks

Tasks are how you improve yourself. They're the Garden's mechanic for getting better at something — build a habit, practise a ski…

Garden Missions

Missions are how you improve your Garden. Where a Task makes you better, a Mission makes the relationships around you better — it…

For Game Masters & Org Admins

Building & Running Adventures

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.

Setting Up Your Organization

This is the admin-side setup flow — for enrolling as a player into an org that already exists, see Getting Started instead. 1. C…

Building Your First Adventure

Start From Scratch or a Template A blank Adventure gives you a clean Journey Map to design from zero. Starting from a template pr…

Enrolling Players & Assigning Roles

The Four Roles Player — the default. Progresses through the Journey Map like any participant. GM (Game Master) — a facilitat…

Adventure Templates & Scaling Cohorts

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 & Plans

Billing lives entirely inside the app — this marketing site never processes payment, it only points you toward account creation. …

Reading the Stats Dashboard

Funnel View See how players move through your Adventure step by step — where most people start, and exactly which milestone tends…

Designing Milestones — Rewards & Unlock Rules

A Milestone is the unit of design in BLUERABBIT — the thing you're actually placing on the Journey Map. Before you touch a single…

How to Build a Milestone, Step by Step

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…

The Full Step Library — Choosing the Right Step for the Moment

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, Paths & Ranks — Designing Your Reward Ladder

Achievements are how you recognize progress beyond raw XP — a badge on a profile, a visible marker of what someone has actually d…

Guilds — Designing Team Play

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 — Building an In-Adventure Economy

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…

Branching & Prerequisites — Building Non-Linear Adventures

Not every Adventure needs to be a straight line. BLUERABBIT gives you two related but distinct tools for building forks: prerequi…

Random Encounters — Keeping Players on Their Toes

Random Encounters — Pop-Up Moments An Encounter is a quiz or challenge that can interrupt a player's session unprompted — a pop-u…

QR Codes — Live & Hybrid Event Checkpoints

What a Milestone QR Code Actually Does Every milestone can generate a unique, scannable QR code. Scanning it completes that miles…

Grading & AI-Assisted Feedback — Reviewing Player Submissions

What Needs Grading, and What Doesn't Most Step types need nothing from you. Deliver steps complete on their own. Validate steps m…

Announcements — Keeping an Adventure Alive Between Sessions

Posting to the Adventure Wall Announcements post to a shared wall inside the Adventure — visible to everyone enrolled, independen…

Worked Example — Building a Two-Week Onboarding Adventure End to End

Everything above in one build. This walks through designing "Launch Week" — a two-week new-hire onboarding Adventure for a mid-si…

Step Type Quick Reference

A fast lookup for all 23 Step types available inside a Milestone. See The Full Step Library for the fuller explanation of each. …

Meet "Launch Week" — Our Running Example Adventure

Several pages in this manual reference the same fictional adventure so examples stay consistent instead of jumping between unrela…

Challenges — Concept

A Challenge is the other thing you can place on the Journey Map alongside a Milestone. Where a Milestone provides knowledge, a Ch…

How to Build a Challenge

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…

The Event Schedule: Sessions, Speakers & Sponsors — Concept

Not every part of an Adventure needs to be a milestone. The Schedule is a separate, purely informational layer for anything time-…

How to Build an Event Schedule

From your Adventure, open the Schedule section. Add a session: title, start/end time, and a room or location if it's in-pers…

SCORM Packages — Concept

If you already have e-learning content built in another authoring tool, you don't have to rebuild it inside BLUERABBIT from scrat…

How to Add a SCORM Package

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 …

Email Campaigns to Your Players — Concept

Not to be confused with: this is about emailing players already enrolled in one of your Adventures. It's a separate system from b…

How to Send an Email Campaign

From your Adventure, open Campaigns and start a new one. Choose your audience — everyone enrolled, a specific Guild, or play…

The Complete Adventure Settings Reference

Your Adventure's settings screen is genuinely large — this page walks the tabs that don't get their own dedicated doc elsewhere. …

Customizing Currencies, Ranks & Rewards

The companion how-to for Understanding XP, BLOO & EP — this is where you actually change what those three currencies are call…

Managing Your Player Roster

Companion to Enrolling Players & Assigning Roles — this covers the day-to-day tools for managing a roster once people are alr…

Setting Up AI Grading & Gift Card Rewards

The concept of AI-assisted grading is covered in Grading & AI-Assisted Feedback — this page is the actual settings walkthroug…

Customizing Your Taskbar & Adventure Branding

Quick Links (Taskbar) The taskbar shortcut buttons players see are configurable per Adventure. Toggle the built-ins on or off — J…

Reviewing & Grading Submissions in Bulk

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…

GM Toolkit: Duplicator, Reports & Bulk Actions

Duplicator Copy milestones, achievements, Tabis, items, encounters, and speakers from one Adventure into another — or into the sa…

Managing Player Support Requests

The GM-side counterpart to players' Contact Admin requests. Every message a player sends lands in your Adventure's Player Request…

Setting Up Your Skills Catalog

Skills are per-Adventure and entirely yours to define. Everything in the Garden — node colours, help request tags, endorsements, …

Running the Garden as a GM

Once your Skills catalogue exists, the Garden largely runs itself — players endorse, gift, ask for help, and answer each other. T…

Personalising Text with Player Tokens

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"…

Scaling Up

Enterprise & Organizations

Running more than one Adventure under one account — multi-Adventure Organizations, platform-wide branding, and how the plan tiers actually differ in practice.

Admin Only

Architecture & API

Full technical reference for the CI4 core — routes, models, and the data layer.