An achievement is a reusable player condition. It can have its own reward, serve as a row in a task and contribute to membership levels. If a goal is used only once, an Inline condition inside a task is simpler; make an achievement when several mechanics should refer to it.

Achievement fields

Field Meaning
Name, description, picture Presentation to players when client visibility is enabled
Signal Visits, logins, minutes, spending, points earned, account age, cases opened or friends invited
Target Minimum signal units, for example 600 minutes
Period Day, week, month or lifetime; account age has no selectable period
Maximum completions per period Repeat limit in one period; protects against duplicate prizes
Filters Host groups and schedule for eligible signals; apps for app time; selected cases for openings
Ignore user groups Excluded groups cannot participate even if their actions match
Locations, start and end dates Where and when the condition operates
Achievement reward Optional: an achievement may be used only by tasks or levels
Visible to clients, Active An active hidden achievement still works; a paused one should not grant

Reuse an achievement

Create “Night player”: 120 session minutes this week on VIP hosts between 22:00 and 06:00. In a task, choose Achievement → Night player and set ×3 if three completions are needed. In membership level Points mode, give this achievement ladder score; in Requirements mode, require a number of its completions for one tier.

A reference does not copy the achievement settings. Changing its signal or filters changes future checks for connected tasks and levels. Before editing a shared achievement, review those references. An achievement's own reward and its task's reward are separate grants; do not configure both by accident if you want a single prize.