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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 many as you like, in order, and each one can carry its own reward on top of whatever the Milestone pays out.

There are 23 Step types, and the builder groups them by what they ask of the player. That grouping is the useful way to think about pacing, so it's how this page is organised.

What Every Step Has

Whatever type you pick, each Step shares the same frame:

Deliver — Auto-Complete on View

Content the player receives. Nothing to get right; they read, watch, or listen and continue.

Validate — The Player Must Answer Correctly

The Next button stays locked until they get it right. Each of these can carry a Mistake Message for wrong attempts.

Collect — The Player Submits, With No Right or Wrong

You're gathering something, not grading it. Use these for reflection, feedback, evidence, and opinion.

Flow — Routing

Special

Pacing: The Only Rule That Matters

Alternate the groups. Deliver something, then ask for something. A run of Deliver steps reads like a slide deck; a run of Validate steps reads like an exam. The Milestones players remember alternate every two or three Steps.

Per-Step Rewards

Any Step can hand out its own XP, BLOO, EP, item, or achievement, independent of the Milestone's overall reward. Use small per-Step rewards to keep a long Milestone feeling alive along the way, and save the bigger payout for completion.

Making a Step Optional

Mark a Step as not required and players can skip it without blocking their progress — useful for bonus content, an optional deep-dive, or anything that enriches the experience without gating it.