← Back to docs
Setup Docs

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 Step, decide what you're building and what it takes to unlock and complete it.

Examples in this guide are drawn from a single running example — see Meet "Launch Week" for the adventure referenced throughout.

First Decision: Give Knowledge, or Test It

There are two things you can put on the map, and the choice is that simple:

If you're not sure, ask whether a player could plausibly fail. If yes, it's a Challenge. If they just need to go through it, it's a Milestone.

The Basics

Every Milestone gets a name, a colour, an icon, and a main image — the badge that represents it on the map. You can also mark a Milestone as autoload, which pulls the player straight into it when they arrive in the Adventure instead of waiting for them to find and click it.

Setting the Unlock Requirements

A Milestone can require any combination of: a minimum player level, one or more prerequisite Milestones already completed, possession of a specific item, an earned achievement, and a window of availability (a start date and/or a deadline). An empty requirement set means "available from day one" — nothing is locked unless you lock it.

Rewards: XP, BLOO, and Beyond

Set what a Milestone pays out on completion — XP, BLOO, and optionally an item or an achievement. A Milestone can hand out all of these at once, and individual Steps inside it can pay out on their own too. Keep the XP curve roughly consistent across Milestones of similar effort, or levelling will feel arbitrary to players comparing notes.

Deadlines, Start Dates & Paying to Skip the Wait

A Milestone can be date-gated on both ends — not visible until a start date, expired after a deadline. You can also set a BLOO cost that lets a player buy their way past a deadline or unlock cost early, if you want urgency to be a soft rather than hard wall.

Paths

If your Adventure uses paths or ranks, a Milestone can be assigned to all paths or restricted to a single one, so players on the Engineering track never see the Sales content. See Branching & Prerequisites.

Grading Modes

Milestones can grade as simple completion, a percentage, or letter grades, depending on what fits your program. Challenges add their own layer on top: how many questions get shown per attempt, how many correct answers count as a win, a time limit, and whether extra attempts beyond the free allotment cost BLOO.

Status & Reuse

A Milestone is published, draft, locked, or trashed — draft while you're building, locked when you want it visible but not yet playable. Any Milestone can also be duplicated, either into the same Adventure or into a different one, so a well-built Milestone becomes a template you reuse rather than rebuild.

Where to go next: How to Build a Milestone, Step by Step — the actual authoring flow, start to finish.