Not badges bolted onto a course — BLUERABBIT wraps your learning content, quests, and challenges in a real progression system: currencies, a visual journey map, achievements, and guilds.
Every organization ("Adventure") can relabel these to fit its own theme — the mechanics stay the same underneath.
Earned from quests, steps, and achievements. Drives Level against a per-adventure XP threshold table — leveling up can unlock new content and trigger achievements automatically.
Earned as quest and achievement rewards. Spend it in the Item Shop on consumables, keys, and rewards — or to unlock a milestone early.
Gates Random Encounters and Objectives. Starts at 100 and its cap scales with level — run out, and you'll need to recharge before continuing.
A visual, zoomable canvas where every quest appears as a milestone node — locked, available, or finished. Nodes group under "Tabis," decorative chapter layers that unlock behind their own prerequisites, so the map itself tells a story as players progress.
Drop-in widgets keep the map alive: a player status HUD for XP/BLOO/EP, a live leaderboard, and purely decorative journey assets to sell the theme.
The Journey tracks how a player grows. The Garden tracks who they grow with — a second play area where every colleague in the adventure appears as a living node, coloured by what they're best at.
Here's the part that makes it work: neglected relationships visibly wither. Someone you spoke to today shows in full colour. Leave a connection alone and it drains away to grey. Nobody has to be told their network is going stale — they can see it.
Players recognise each other with Blooms tied to specific skills, ask for and give help, and get nudged toward the people they've drifted from. It turns soft skills into something you can actually observe happening — and measure.
Quests are the core content unit — unlocked by level, prerequisites, items, achievements, or a start date. Each one is built from Steps, completed in order.
Open-text submission, quiz-style Challenges, Surveys, read-only Missions, and Social actions like sharing to an external platform.
Dialogue, open text (optionally AI-graded), multiple-choice, drag-and-drop puzzles, SCORM packages, keyphrase entry, branching paths, and more.
Open-text steps can be validated by Claude — instant, consistent feedback the player can revise against, at any scale.
Quests can carry a scannable QR code that bypasses prerequisites and completes them directly — built for in-person events and bootcamps.
Three types — Achievement, Path, and Rank — displayed as hexagonal badges, awarded automatically on level-up or manually by admins.
Team structures with their own XP and BLOO pools, a computed Guild Level, and a live leaderboard rank.
Items are priced in BLOO and gated by player level — found in quests or bought in the Item Shop, then stored in each player's Backpack. It's a real economy layered on top of the learning content, not a cosmetic afterthought.
Funnel views, engagement, and completion analytics so admins can see where players stall out — and fix it before it becomes a pattern.
Join the waitlist to be first in line when the rebuilt core opens up.