Ingest domain events
Send the same action shape you already track in analytics. Hatched validates the event type, dedupes by event_id, and records the exact payload for replay-safe evaluation.
warming the kiln…
LIVE SYSTEMThe Algolia for gamification — a design studio, an engine, and embeddable widgets
Hatched is three things in one platform: a design studio to author the system, an engine that turns the actions your users already take into buddies, badges, streaks, marketplaces, and leagues, and embeddable widgets that render it anywhere — all kept honest by six design lenses.
// one domain event from your product
await hatched.events.track({
event_id: "evt_9f2a",
type: "lesson_completed",
user_id: "u_aylin",
properties: { score: 92, skill: "pronunciation" }
});
Scout is ready to evolve when the next streak milestone lands.
Same events you already track. New motivation layer on top.
Most tools give you one of these. Hatched is the Algolia for gamification: the design studio, the engine, and the widgets ship together so the system you author is the system your users see.
The Planner is where you author the whole system — toggle mechanics, watch the framework radars shift, and balance black-hat against white-hat before anything ships.
Send the events you already fire. Hatched turns them into progression — coins, streaks, badges, evolution — with idempotent writes and framework-gated rules.
Fourteen Shadow-DOM-isolated surfaces load through one scoped loader. Drop a div, pass a token, the right widget renders — theme-aware, no iframe, no rebuild.
product mechanism
Hatched is not a badge overlay. It is a state machine for motivation: every product action is deduped, evaluated against your configured rules, committed to canonical progression state, and rendered through widgets, webhooks, and operator analytics.
Send the same action shape you already track in analytics. Hatched validates the event type, dedupes by event_id, and records the exact payload for replay-safe evaluation.
Rules compute coins, skills, streaks, tokens, badges, and evolution gates. The Planner explains which RAMP, Hexad, Octalysis, Fogg, MDA, or 6D lens each feature is serving.
Widgets, signed webhooks, dashboards, marketplace balances, and buddy evolution all read from the same committed state. The event is the input; progression is the product.
Duplicate events do not double-apply rewards.
Read-only surfaces and session-scoped actions stay separate.
Matched rules, unmatched events, and webhook retries remain inspectable.
Drop a single div into your app and Hatched takes over — token-scoped, theme-aware, no iframe, no rebuild.
<script src="https://cdn.hatched.live/widget.js" data-embed-token="EMBED_TOKEN" defer></script>
<div data-hatched-mount="buddy"></div>
Each widget is a Shadow-DOM-isolated component you embed where it makes sense — they share the same store and theme tokens.
Hatched ships with template configs for the verticals where gamification compounds the fastest — start with the preset, override what you need.

Skill trees, mentor pairing, streak rescue, and a 5-act hatch ceremony that links every milestone to your mission.
See the preset →
Cohort-scoped leaderboards (no global rivalry), pipeline-stage streaks, and group quests so a quota miss never lands on one person.
See the preset →
A kudos economy with tenant-defined taxonomy, NPS-streak surfacing, and SeeSaw Bumps that turn quiet wins into team momentum.
See the preset →
Day-1 hatch ceremony, week-1 pacing with Beginner’s Luck drops, and a Founding Cohort badge for your first hundred hires.
See the preset →Most platforms pick one framework and bury everything under it. Hatched keeps the stack explicit: registry-backed behaviour metadata for shipped feature surfaces, 6D for onboarding strategy, MDA for architecture, and RAMP for ethics.
Kevin Werbach
From business objective to gamification, in 6 steps.
See it in the stack →Andrzej Marczewski
Designed around six player types — not the average user.
See it in the stack →Hunicke / LeBlanc / Zubek
Three layers: mechanics, dynamics, aesthetics.
See it in the stack →Deci & Ryan / Daniel Pink
Self-Determination Theory at work — relatedness, autonomy, mastery, purpose.
See it in the stack →BJ Fogg / Nir Eyal
Behavior, by design — motivation × ability × trigger on registry-backed surfaces.
See it in the stack →Yu-kai Chou
All 8 Core Drives — auditable, balanced, never weaponised.
See it in the stack →

The design studio
The Gamification Planner is where you author the whole system, not just toggle a config. Compose mechanics, inspect their framework signals, watch the black-hat / white-hat balance move in real time, and generate or test copy on the surfaces that support it — before anything reaches a user.
The 6D wizard takes ten minutes — and pre-populates the Planner with the features that match your objectives, players, and culture.