The library

Mechanics library

The building blocks behind the apps and games people keep coming back to. Each mechanic comes with its psychology, the users it fits, and real examples from the library.

25 of 25 mechanics Updated weekly
01 Retention Free

Streak / Streak Bonus

A counter that increments each time a user completes a defined action within a set time window, typically once per day.

ActivationRetention
12 examples
02 Retention For subscribers

Energy / Lives

A system that limits how many attempts or sessions a user can have within a given time window.

RetentionMonetization
7 examples
03 Retention For subscribers

Daily Login Reward

A system that gives users a reward simply for opening the app each day.

ActivationRetention
11 examples
04 Retention For subscribers

Variable Reward Schedule

A reward system where the outcome of an action is uncertain, the user knows they will receive something, but not exactly what.

RetentionMonetization
14 examples
05 Retention For subscribers

Daily / Weekly Quests

Structured, time-limited objectives that direct user behaviour toward specific actions and reward completion.

ActivationRetention
15 examples
06 Retention For subscribers

Set Collection / Completion

A mechanic that organises rewards into named sets, where completing a set unlocks an additional reward or status.

Retention
10 examples
07 Retention For subscribers

Limited-Time Events

Temporary content, challenges, or reward tracks that expire on a fixed deadline, creating urgency to engage now.

RetentionReferral
11 examples
08 Retention For subscribers

Achievements / Milestones

Named, permanent markers of progress or behaviour that the user collects over time.

ActivationRetentionReferral
25 examples
09 Retention For subscribers

Challenges

Structured, completable objectives with a visible endpoint that users opt into, typically with social or competitive dimensions.

RetentionReferral
12 examples
10 Retention For subscribers

XP / Leveling

An experience point system where users accumulate points through actions, eventually reaching level thresholds that unlock rewards or status.

ActivationRetention
9 examples
11 Monetization For subscribers

Season Pass / Battle Pass

A time-limited reward track with free and premium tiers, where completing in-app actions advances the user along a progression of rewards.

RetentionMonetization
5 examples
12 Monetization For subscribers

Piggy Bank

A mechanic that accumulates in-game currency over time, but requires a small purchase to unlock and collect what has built up.

Monetization
2 examples
13 Monetization For subscribers

First-Purchase Bonus

A significantly enhanced reward package offered exclusively on a user's first transaction.

Monetization
2 examples
14 Monetization For subscribers

Monthly Card

A subscription-adjacent product that provides a daily currency drip over 30 days in exchange for a single upfront payment.

Monetization
1 examples
15 Monetization For subscribers

Credits / Tokens

A virtual currency layer that mediates between real money and in-app spending.

Monetization
2 examples
16 Monetization For subscribers

Cosmetics

Purely visual items, skins, avatars, frames, that alter appearance without affecting gameplay or capability.

MonetizationRetention
8 examples
17 Monetization For subscribers

Ads

Advertising integrated into the app as a revenue mechanism, from intrusive interstitials to voluntary rewarded video.

Monetization
4 examples
18 For subscribers

Social Feed

A stream of user-generated activity, completed sessions, achievements, milestones, visible to followers or the community.

ActivationRetentionReferral
9 examples
19 For subscribers

Community / Groups

Named groups with shared identity, shared history, and shared goals that users join and return to as members.

Retention
7 examples
20 For subscribers

Clans / Guilds

Structured cooperative groups with internal roles, shared goals, contribution tracking, and collective rewards.

Retention
5 examples
21 For subscribers

Leaderboards

A ranked list of users or groups ordered by a performance metric, making individual standing visible and publicly comparable.

Retention
11 examples
22 For subscribers

Gifting

A mechanic that allows users to send items, currency, or resources to other users, creating cooperative social interactions.

RetentionReferral
7 examples
23 Monetization For subscribers

Hard Currency

Premium currency purchased directly with real money and spent directly on in-app items or actions.

7 examples
24 Monetization For subscribers

Soft Currency

In-game currency earned through play, not purchased.

11 examples
25 Retention For subscribers

Passive Construction Meta

A persistent construction or restoration layer where the output of the core activity — currency, completions, or time — is invested into visibly building something that accumulates across sessions: a village, a car, a city, a farm.

4 examples