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2 min read·Article 01 / 06

DigiFX does not build a game engine. What the platform provides is progression infrastructure — the experience points, missions, achievements, rewards, and leaderboards that make media products behave like games. This page describes that layer and where its boundary sits.

01Progression as a service

The progression surface models a player state that any product can read and write. A user record carries a level, current experience, lifetime experience, a rank, the experience remaining to the next level, and a normalized progress value — so a client can render a progress bar without knowing the curve behind it.

Around that sit three object types. Missions are typed as daily, weekly, or achievement, each with an experience reward and a requirements map that defines completion. Achievements carry a reward, an icon, and a rarity tier running from common through uncommon, rare, and epic to legendary. Leaderboard entries are ranked projections of user state, requested with a limit.

The important structural choice is that these are HTTP resources rather than a library. A surface awards experience by calling the service, not by importing progression logic. That keeps one set of rules authoritative across every product that grants points, and it means the reward economy can be retuned without redeploying the clients.

02Where these services sit in the API map

The platform gateway groups routes by capability family. Two families are game-shaped.

The experience family covers progression, reward and unlockable management, social constructs and engagement, comment and interaction systems, content moderation, and the streaming and messaging services those depend on. The location-based family covers a clue-and-riddle engine, geo-located augmented reality, a relic catalog, the relic hunt itself, and reward distribution.

Routes are named for capability rather than for a title, which is deliberate: a hunt mechanic and a mission system are the same infrastructure serving two different products.

03What is not here

There is no game engine in the platform codebase, no build pipeline for compiled game clients, and no 3D asset pipeline. Real-time interaction is handled with the same web and streaming technology as the rest of the platform — socket transport, WebRTC and RTMP for media, and a graph-backed relationship store for social structure.

The practical consequence for anyone integrating: build the experience in whatever runtime suits it, and treat DigiFX as the system of record for player state, entitlements, and rewards. The platform's job is that the score is correct, consistent, and not editable by the client.

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