> For the complete documentation index, see [llms.txt](https://sdk.metamarket.tech/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://sdk.metamarket.tech/use-cases/engagement-and-loyalty-use-cases.md).

# Engagement and Loyalty

A live game needs reasons to come back and a sense of progress. The loops behind that, daily quests, recurring challenges, progression tracks, reward drops, a loyalty ladder, are familiar to build and easy to get subtly wrong: a quota that resets at the wrong hour, a reward that fires twice, progression a client can spoof. MetaMarket runs them as server-authoritative systems a studio configures instead of writing.

## What the player experiences

A player opens the game and finds a fresh set of daily challenges waiting, prepared the moment they returned rather than by a nightly job. Completing one moves a progression bar the server owns. A milestone pays out a reward that lands in their inventory. Over time, activity across the studio's games lifts a loyalty tier the player carries with them. None of it depends on the client claiming a reward it thinks it earned; payouts follow the state the engine holds.

## How a studio assembles it

The parts are already in the engine. A studio wires them into its own program:

| Part                            | What it gives you                                                                                           |
| ------------------------------- | ----------------------------------------------------------------------------------------------------------- |
| Quests and recurring challenges | An accept-to-complete lifecycle with daily or rotating renewal, refreshed on the player's next session      |
| Progression                     | Milestone rules checked against authoritative state, for absolute goals ("reach level 10") or staged chains |
| Reward packages and inventory   | One delivery path for grants, quest rewards, and starter kits                                               |
| Shared loyalty standing         | Points, a live tier, and a badge ladder that follow the player across the studio's connected games          |

A worked example: a pet-care game grants a starter package on first session, runs a daily care loop capped by refillable quotas, and gates a staged "grow your pet" chain that unlocks each step as the previous one is claimed. Reaching the final growth milestone reports to the platform, which credits the platform currency. The studio wrote none of the identity, quest, reward, or economy systems underneath.

## What the studio controls

The mechanics are the platform's; the program is the studio's. What a daily quest pays, how a season resets or stacks, what a milestone is worth in your game: those are your calls, and the engine runs whatever you configure. The one exception is the shared loyalty standing. Its points, tier, and badges are platform-owned; a game feeds them by reporting milestones and does not read or set them. The full permissions model is in [Local and Shared Economies](/core-concepts/shared-economy.md).

Ready to wire a daily loop up end to end? Start it with the team through [Evaluate MetaMarket](/evaluate-and-integrate/evaluate.md), and see [Operational Data](/use-cases/engagement-data-and-operational-insights.md) for how the same activity feeds reporting.
