Skip to content
  • Our Product
    • Namazu Elements
      • What is Elements?
      • Why open source?
      • Docs
        • Namazu Elements in Five Minutes or Less
        • RESTful APIs Library
        • Security Model
        • Accessing the Web UI (CMS)

    Our Product

    A logomark with three layered rhombuses adorning the lettermark that says Elements in bold all-caps sans-serif letters.
    • What is Namazu Elements? Discover our easy-to-use backend network solution built for online games. Rapidly enables full-scale multiplayer games or online solo adventures.
    • Why open source? Is there a truly open source server backend for connected games? There is now. Download and run a local copy of Namazu Elements and try it for yourself.
    Download Namazu Elements

    Get started

    • Quick start Read our Elements 5-minute quick start guide
    • Documentation Read our developer docs for learning more about Elements
    • RESTful APIs A full list of core API specs for working with the Elements framework
    • Security An overview of the server-authoritative security model of Elements
    • Accessing the CMS Manage your game with ease via the Namazu Elements CMS.

    Co-development Reimagined

    • Reduce your costs Would you rather outsource your backend development? Hire Namazu Studios to build your server backend with the power of Namazu Elements.
      Co-dev

    Recent Posts

    • The watercolor-styled Namazu Studios logo over a giant namazu lurking in the depth
      Namazu Studios Featured in San Diego Business Journal
      22 Sep 2025 Press
    • Namazu Elements 3.1 Released – Service Layer Fixes, Secure APIs, and Steam Bug Fix
      22 Apr 2025 Release Notes
  • Case Studies
  • About Us
  • News
  • Services
  • Book a call
namazu-studios-logo
Book a call

Getting Started

  • Namazu Elements in Five Minutes or Less
  • Accessing the Web UI (CMS)
  • CMS Feature Overview

Fundamentals

  • Why You Need a Server (and What “Authoritative” Means)
  • Elements as a Game Runtime
  • Where Your Authoritative Code Runs
  • Lifecycles and Flows

General Concepts

  • Overview
  • Custom Elements
  • Data Models
  • Security Model
  • N-Tier Architecture

Namazu Elements Core Features

  • User Authentication / Sign In
    • What is a User?
    • User Authentication in Elements
    • Auth Schemes
      • Auth Schemes
      • OAuth2
      • OIDC
  • Features
    • Applications
    • Sessions
    • Users and Profiles
    • Digital Goods
    • Progress and Missions
    • Progress and Missions (3.4+)
    • Leaderboards
    • Matchmaking – Comprehensive Guide
    • Followers
    • Friends
    • Receipts
    • Reward Issuances
    • Save Data
    • Metadata
    • Metadata (3.4+)
    • Queries
    • Web3
      • Wallets
      • Vaults
      • Omni Chain Support
      • Smart Contracts
        • Smart Contracts
  • Queries
    • Advanced Operators
    • Object Graph Navigation
    • Boolean Queries
    • Base Query Syntax
  • Advanced Operators
    • .name
    • .ref

Your Game Code - Adding Custom Elements

  • Custom Code Overview
  • Windows Setup
  • Mac OS Setup
  • Ubuntu Linux Setup
  • Element Anatomy: A Technical Deep Dive
  • Introduction to Guice and Jakarta in Elements
  • Structuring your Element
  • Events
  • Packaging an Element with Maven
  • Deploying an Element
  • Preparing for code generation
  • Properties
  • Websockets
  • RESTful APIs
  • Direct MongoDB Access (3.5+)

Configuration

  • Matchmaking – Comprehensive Guide
  • Direct Database Access and Batch Configuration
  • Batch Samples
    • Mission Upload Bash Script Sample
    • Item Upload Bash Script Sample

RESTful APIs

  • Importing into Postman
  • RESTful APIs Library
  • Swagger and Swagger UI

Add-Ons

  • Custom Elements
    • Crossplay
      • Namazu Crossfire (Multiplayer)
      • Deploying Namazu Crossfire in your game
  • Game Engines
    • Unity
      • Elements Codegen
      • Crossfire
    • Roblox
      • Roblox Overview
      • Secure Player Authentication & Registration
      • Global Matchmaking
      • Roblox Security Best Practices

Troubleshooting

  • Common Issues with Docker
  • Local SDK
    • Unable to deploy application : dev.getelements.elements.sdk.exception.SdkElementNotFoundException
    • Could not load class : java.lang.NoClassDefFoundError
  • Namazu Elements Community Edition
    • Common Issues with Docker
    • Unable to deploy application : dev.getelements.elements.sdk.exception.SdkElementNotFoundException
    • Running in the IDE
      • Exception in monitor thread while connecting to server localhost:27017
      • Could not deployAvailableApplications Jetty server Failed to bind to /0.0.0.0:8080 Address already in use

Releases

  • 3.6 Release Notes
  • 3.5 Release Notes
  • 3.4 Release Notes
  • 3.3 Release Notes
  • 3.2 Release Notes
  • 3.1 Release Notes
View Categories
  • Home
  • Docs
  • Namazu Elements Core Features
  • Features
  • Progress and Missions

Progress and Missions

Est. read time: 6 min read


Elements allows the creation of Missions, in which users can make progress that is tracked in their user profile. #

Missions are structured tasks through which users can progress. Mission steps are tracked in the user’s progress.

Common use cases for missions are a game’s level structure or a game’s achievements. Missions also allow for the user to earn rewards when steps are completed.

Missions serve as definitions. When a user begins his first mission, a copy of that mission definition is made in the progress attached to that user’s profile for that application. The progress will then record the user’s step completion, as well as rewards issued for step completion.

Warning

A limitation of the current system is that when a mission definition is copied to the progress, it is locked in the state it was defined at that time. So, if developers modify that mission after progress is saved by an user, existing users who have started that mission won’t see the changes – only users who have not yet started the mission will.

This section will guide you on how to interact with the progress and missions APIs.

Mission Structure #

Missions contain an arbitrary number of steps, followed by a single (optional) final repeat step. As the user of your application progresses through a mission, they will go through the steps in sequence.

Once all steps are completed, if there is a final repeat step, that step can be repeated again an unlimited number of times.

For example, you can use the steps for a tiered set of achievements to be completed in sequence, each step with its own set of rewards:

  • Collect 5 Stars
  • Collect 10 Stars
  • Collect 20 Stars

Mission #

  • name: This is a string representing the name of your mission. It must be unique and have no spaces.
  • tags: You may include a list of tags as strings. Tags are an easy way to search for groups of missions or sort them among your applications.
  • displayName: This is a string representing your mission’s display name.
  • description: This is a string that serves as a description for your mission.
  • steps: Here, all the steps of the mission are represented. Steps have their own structure that is detailed below, with their own corresponding fields.
  • finalRepeatStep: This is the optional final repeat step of the mission, which has a similar structure to an individual step.
  • metadata: Metadata is optional. It can include any number of named strings or integers. Metadata can have many uses. For example, secondary descriptions, asset paths, types, or any arbitrary values assigned to your mission.

Mission Steps #

Mission steps define the actual content of the mission. The final repeat step has a structure identical to any other step.

  • displayName: This is a string representing your mission’s display name.
  • description: This is a string that serves as a description for your mission.
  • count: This is an integer that defines how many times an action has to be executed for the step to be completed. For example, if the mission step was “collect 20 stars,” you might have you application increment the user’s progress on this step each time a star is collected, and then the step would be completed when the threshold is reached.
  • rewards: Here, the rewards are what the player earns for the completion of the steps that are listed. Rewards are items accompanied by a quantity.
  • name: A string naming the item reward. This must match the unique name of a defined item.
  • quantity: This is an integer determining how many of each item will be rewarded.
  • metadata: Metadata is optional. Steps can have their own metadata separate from the overarching mission. It can be any number of named strings or integers. Metadata can have many uses. For example, secondary descriptions, asset paths, types, or any arbitrary values assigned to your mission step.

In the database, the mission will also have an _id field. This is automatically generated when the mission is created and serves as an internal reference for that mission.

Managing Missions Using the Console #

Missions are managed in the Missions section of the admin console, which can be accessed from the upper nav bar or in the hamburger menu.

The “Add Mission” button will open the new item panel.

Missions can be edited by tapping the Edit button next to that mission or they can be deleted by tapping the Delete button. Use the search function to easily find specific missions.

Mission Editor

Editing Mission Metadata #

Mission metadata is edited identically to how item metadata is edited. See Editing Item Metadata.

Editing Mission Steps #

Use the Add Step button to create a new step.

Step content can be displayed or hidden with the dropdown button on the right side of the header. If you have multiple steps, they can easily be reordered by dragging them in the list from the handle icon on the left of the header.

Step rewards are added by naming the reward item and adding a quantity, then using the “+” button to add additional rewards. Item names must be items that exist in your Elements instance.

Step metadata is edited just like general mission metadata, or item metadata.

Use the Delete Step button to delete the step.

Toggling the Final Repeat Step checkbox will set that step as the final repeat step and automatically move it to the end of the sequence.

Mission Step Editor

JSON Structure of Missions #

This is a sample mission represented in JSON.

[{
  "name": "missionName",
  "tags": ["tag1", "tag2", "tag3"],
  "displayName": "Mission Name",
  "description": "This is the mission's description",
  "steps": [
    {
      "displayName": "Step Name 1",
      "description": "This is step 1's description",
      "count": 1,
      "rewards": [
        {
          "item": {
            "name": "itemName"
          },
          "quantity": 1
        }
      ],
      "metadata": {
        "metadata_string": "this is a string",
        "metadata_int": 1
      }
    },
    {
      "displayName": "Step Name 2",
      "description": "This is step 2's description",
      "count": 1,
      "rewards": [
        {
          "item": {
            "name": "itemName"
          },
          "quantity": 1
        },
        {
        "item": {
          "name": "itemName2"
        },
        "quantity": 1
      }
      ],
      "metadata": {
        "metadata_string": "this is a string",
        "metadata_int": 1
      }
    }
  ],
  "finalRepeatStep": {
    "displayName": "Repeat Step Name",
    "description": "This is the repeat step's description",
    "count": 1,
    "rewards": [
      {
        "item": {
          "name": "itemName"
        },
        "quantity": 5
      }
    ],
    "metadata": {
        "metadata_string": "this is a string",
        "metadata_int": 1
    }
  },
  "metadata": {
    "metadata_string": "this is a string",
    "metadata_int": 1
  }
}]

Note

The _id field for the mission is not included in the above example. If you were to use a script to batch upload/update missions, your JSON would look like the above example. The _id field would not be included since that is autogenerated.

Looking directly in the database, you’ll notice that the rewards for a step are listed as below, using the object id for the item rather than its name.

"rewards" : [ 
            {
                "item" : {
                    "$ref" : "items",
                    "$id" : ObjectId("5cdb1204c44033001a6a2908")
                },
                "quantity" : 50
            }
            ]
What are your Feelings
Still stuck? How can we help?

How can we help?

Updated on August 27, 2025
Digital GoodsLeaderboards
Table of Contents
  • Elements allows the creation of Missions, in which users can make progress that is tracked in their user profile.
  • Mission Structure
    • Mission
    • Mission Steps
  • Managing Missions Using the Console
    • Editing Mission Metadata
    • Editing Mission Steps
    • JSON Structure of Missions
  • Documentation
  • Terms of Service
  • Privacy Policy
  • Contact us
  • Linkedin
  • Join our Discord

Namazu Studios LLC is powered by Namazu Elements, an Elemental Computing Inc. product.

Elements
  • Download
  • About Elements
  • Open source
  • Documentation
  • Support
About Namazu
  • Case Studies
  • About Us
  • News
Get in Touch
  • info@namazustudios.com
  • Book a call
  • (619) 862-2890
  • Linkedin
  • Discord

©2008-2025 Namazu Studios. All Rights Reserved.