---
title: Lifecycles and Flows
description: "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](https://namazustudios.com/glossary/authoritative/) code may live inside a Custom [Element](https://namazustudios.com/glossary/element/), which can act as the core…"
url: "https://namazustudios.com/docs/fundamentals/lifecycles-and-flows/"
updated: "2026-08-13"
category: Fundamentals
---

# Lifecycles and Flows

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](https://namazustudios.com/glossary/authoritative/) code may live inside a Custom [Element](https://namazustudios.com/glossary/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](https://namazustudios.com/glossary/authoritative/) Code – your server or a Custom [Element](https://namazustudios.com/glossary/element/)
- Elements – the platform applying and enforcing state

The same flow applies whether your [authoritative](https://namazustudios.com/glossary/authoritative/) code runs on:

- your own game server, or
- a Custom [Element](https://namazustudios.com/glossary/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

![](https://namazustudios.com/wp-content/uploads/2026/02/image-2-673x1024.png)

### Why This Exists

- Prevents duplicate rewards
- Allows safe retries
- Supports delayed claiming (reward screens, inboxes)
- Makes reward [Application](https://namazustudios.com/glossary/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

![](https://namazustudios.com/wp-content/uploads/2026/02/image-6-1024x489.png)

### Key Concepts

- Missions are copied into progress; later edits do not affect existing players
- Progress is advanced only by [authoritative](https://namazustudios.com/glossary/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

![](https://namazustudios.com/wp-content/uploads/2026/02/image-5-1024x402.png)

### 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

![](https://namazustudios.com/wp-content/uploads/2026/02/image-7-802x1024.png)

### Epochal Leaderboards

For resetting leaderboards:

![](https://namazustudios.com/wp-content/uploads/2026/02/image-10-1024x96.png)

Epoch handling is automatic once configured.

---

## Putting It All Together

Many production systems combine multiple flows:

![](https://namazustudios.com/wp-content/uploads/2026/02/image-9-1024x393.png)

Elements is designed so these operations are:

- safe to retry
- resistant to duplication
- auditable

---

## What to Read Next

After understanding these flows:

- See **[Rewards](https://namazustudios.com/docs/namazu-elements-core/features/reward-issuance/) & [Digital Goods](https://namazustudios.com/docs/namazu-elements-core/features/digital-goods/)** to dive deeper into issuance and inventory
- See **[Progress & Missions](https://namazustudios.com/docs/namazu-elements-core/features/progress-and-missions-3-4/)** for detailed mission configuration
- See **[Leaderboards](https://namazustudios.com/docs/namazu-elements-core/features/leaderboards/)** for ranking and social queries

If you’re unsure where code should live, review **[Why You Need a Server](https://namazustudios.com/docs/general-concepts/why-you-need-a-server-and-what-authoritative-means/)** and **[Custom Elements](https://namazustudios.com/docs/general-concepts/custom-elements/)** in General Concepts.
