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Lifecycles and Flows

Est. read time: 1 min read

This page describes somecommon end-to-end flows in Elements. These flows show how features work together over time, rather than focusing on individual APIs. In these flows, authoritative code may live inside a Custom Element, which can act as the core game server.

If you are new to backend or server-side concepts, start here. You do not need to understand every API to follow these diagrams.


How to Read These Flows #

Each flow is shown as a sequence of steps:

  • Client – code running on the player’s device (UI, input)
  • Authoritative Code – your server or a Custom Element
  • Elements – the platform applying and enforcing state

The same flow applies whether your authoritative code runs on:

  • your own game server, or
  • a Custom Element inside Elements

Reward Lifecycle #

Rewards in Elements are deliberately split into issuance and redemption. This prevents duplication and gives you control over when rewards are applied.

Typical Reward Flow #

Why This Exists #

  • Prevents duplicate rewards
  • Allows safe retries
  • Supports delayed claiming (reward screens, inboxes)
  • Makes reward application auditable

Common Variations #

  • Immediate rewards: issuance and redemption happen back-to-back
  • Delayed rewards: issuance happens first, redemption later
  • One-time rewards: persistent issuances prevent duplicates

Mission and Progress Lifecycle #

Missions define what can be done. Progress tracks what a player has done.

Typical Mission Flow #

Key Concepts #

  • Missions are copied into progress; later edits do not affect existing players
  • Progress is advanced only by authoritative code
  • Step completion can trigger reward issuance

Common Variations #

  • Repeatable missions: progress resets after completion
  • Scheduled missions: assignment is controlled by Schedules
  • Parallel missions: multiple missions active at the same time

Schedule Lifecycle #

Schedules control when missions are active.

Typical Schedule Flow #

Why Scheduling Is Separate #

  • Allows time-based content without hardcoding dates
  • Supports seasonal and rotating content
  • Makes mission assignment safe to repeat

Schedules do not track player progress themselves — they only control assignment.


Leaderboard Lifecycle #

Leaderboards track and rank player scores over time.

Typical Leaderboard Flow #

Epochal Leaderboards #

For resetting leaderboards:

Epoch handling is automatic once configured.


Putting It All Together #

Many production systems combine multiple flows:

Elements is designed so these operations are:

  • safe to retry
  • resistant to duplication
  • auditable

What to Read Next #

After understanding these flows:

  • See Rewards & Digital Goods to dive deeper into issuance and inventory
  • See Progress & Missions for detailed mission configuration
  • See Leaderboards for ranking and social queries

If you’re unsure where code should live, review Why You Need a Server and Custom Elements in General Concepts.

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Updated on February 5, 2026
Where Your Authoritative Code RunsElements as a Game Runtime
Table of Contents
  • How to Read These Flows
  • Reward Lifecycle
    • Typical Reward Flow
    • Why This Exists
    • Common Variations
  • Mission and Progress Lifecycle
    • Typical Mission Flow
    • Key Concepts
    • Common Variations
  • Schedule Lifecycle
    • Typical Schedule Flow
    • Why Scheduling Is Separate
  • Leaderboard Lifecycle
    • Typical Leaderboard Flow
    • Epochal Leaderboards
  • Putting It All Together
  • What to Read Next
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