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A Gamified Engagement App

Growing daily actives 400% by rebuilding the game four times

Four releases, each one fixing what the last had broken. Working with product and engineering, I designed the core game systems — attacks, loot, mining, leagues — and rebuilt them every time the numbers said players had solved it.

ZoTribe cover
Role
Product Designer
Scope
Research → Four releases
Platform
Mobile · In-house
Community
1,000+ residents
Overview

ZoTribe is a community platform with 1K+ users where social interaction feels like a game. You take on quests, earn XP, collect gems — and raid other players for loot.

Part RPG, part community, 100% experimental.

Impact
400%
increase in daily active users
220%
boost in session duration
020040060010065380570V0V1V2V3
Daily active users, indexed to 100 at V0. Gains in white, declines in gray; the unlabelled point is the mid-cycle slide V3 was built to answer.
It did not go in a straight line. Every version fixed the last one's problem and created a new one. Four times.
The Starting Point

ZoTribe started as an engagement layer for Zolo Scholar, our student housing platform. Zolo Scholar ran real events — festivals, campus stuff — and ZoTribe supported them with quizzes, polls, and social posts.

Which meant we already had the bones of a game:

Quests
Everything you do in the app. Polls, quizzes, social quests (post something), real quests (show up somewhere). Complete them, earn XP and gems.
Events
Themed collections of quests. Can be tied to real moments, so participation happens live.
Starting point
Leaderboard
Ranks players by XP. Top players get rewards.
00

V0 — The Redesign

Key Insights
  • ZoTribe had inherited Zolo Scholar's design language — calm, practical, built for housing
  • What we wanted was fun and rivalry, and there was no visual language for that
  • The functionality worked fine. The feel was the problem.
The Problem

It was a game on paper, not in feel. Before we could build a better game, we needed a design system that could actually hold one.

The Solution

So we started with the visual identity. Something brighter and more expressive, loud enough to feel like a game but still clear to use, and still recognizably Zolo.

Doing this first meant we could drop the new look onto the existing product without breaking anything. V0 wasn't new gameplay. It was ZoTribe, redrawn in a language that could take one.

New Page
New Page
Leaderboard
Leaderboard
Profile
Profile
Event Page
Event Page
Quest Details
Quest Details
Quiz Quest
Quiz Quest
The Result

Internal testing said we were on the right track. There wasn't much engagement data yet, and we didn't expect any — V0 was about building a foundation.

And it held. Every version after this piled new mechanics on top of the same system. We never had to redo the visuals.
01

V1 — New Mechanics

Key Insights
  • Most people did a few quests and never came back
  • Engagement fell off a cliff after the first few sessions
  • No sense of progress. Just a pile of unrelated tasks.
  • Rewards felt cheap
The Problem

It looked good and played shallow. There was no reason to come back, because there was nothing to come back to — no goal, no progress, nothing at risk. Every session felt like the first one.

The Solution

We rebuilt the core of the game around one idea: progress you can feel, and rivals who can take it from you.

Attack

Spend energy to attack someone. It drains their health, which cuts what they earn from quests. Now you're picking targets and timing. Weapons make it deeper.

New Home Page
New Home Page
Attack Details
Attack Details
Attack Popup
Attack Popup

Health

Everyone gets 100 HP, and your health scales your rewards. Low health, less XP and fewer gems. It regenerates over time, so you have to think about when you play, not just how much.

Low Health
Low Health
Reward Lost
Reward Lost

Defence

Shields and potions to protect what you've built. Do you spend on offense or defense? Up to you.

Defence Popup
Defence Popup
Defence Details
Defence Details
Inventory
Inventory

Mining

A passive loop that quietly earns while you're gone, and pulls you back to collect. 150 XP every 5 hours. Potions speed it up, so there's a timing game here too.

Mining Full
Mining Full
Mining Details
Mining Details

Level Up Rewards

Rewards at every level, so there's always a milestone coming. Some are virtual items you use in-game, some are real-world prizes. Communities configure their own real rewards, so each one can offer something its people actually want.

Rewards
Rewards
Reward List
Reward List
Virtual Rewards
Virtual Rewards

Four systems, all feeding each other. Mine while you're away, spend energy attacking, defend what you earned, level up.

The Impact

Once players had control over outcomes and a reason to climb, the whole thing got sharper.

40–60%
increase in session duration
  • Users came back multiple times a day to spend energy, collect mining, check progress
  • Level rewards gave everyone something to chase, near and far
  • Actual strategy showed up: attack, defend, manage resources
  • PvP made it social and competitive for the first time
And once the novelty wore off, DAUs dipped.
02

V2 — Refined Mechanics

Key Insights
  • Nobody was using attacks, even though attacks were the whole point of V1
  • Health confused people. They didn't get how it hit their rewards.
  • Players used features one at a time, not as a connected system
  • Retention flattened out even with all the new stuff
  • New users froze. No obvious first move.
The Problem

We meant to add depth and we added complexity. Health made you think harder without making the game better. Attacks didn't visibly change your rank, so why bother. And with nothing real on the line, the whole thing stayed casual — you could walk away and lose nothing.

The Solution

Put something on the line. Simplify whatever's carrying it. And stop making people guess what to do next.

Attack Loot

We deleted health.

It was the most elaborate thing we built in V1, and it was making the game worse. We replaced it with Loot — spend energy, steal XP straight from another player. No middle layer, no delayed penalty. You take what they earned. Suddenly attacking mattered, and there were a lot more ways to play. We also redid the inventory art with AI-generated assets to make it readable.

Enemy Selection
Enemy Selection
Loot Details
Loot Details
Improved Pop Up
Improved Pop Up

Monthly Leaderboard

Competition with a deadline, and real prizes at the top. Everyone starts over each month.

New Home Page
New Home Page
Monthly Leaderboard
Monthly Leaderboard
Monthly Leaderboard Rewards
Monthly Leaderboard Rewards

Progression Nudges

Little prompts after you do something, pointing at what's next. Finished a quiz? Here's another. Got looted? Go get them back.

Revenge Nudge
Revenge Nudge
Quest Nudge
Quest Nudge
Shield Nudge
Shield Nudge

Mining Improvements

Mining was central to how people played, so we made it easier to read. You can see your rate, track what's building up, and decide when to collect.

Mining Full Alert
Mining Full Alert
Mining Details
Mining Details
The Impact

Engagement bounced back, then took off. V1's complexity had knocked DAUs down. V2 brought them back and pushed past baseline — most of the eventual 400%.

20%
increase in session duration
  • People checking in several times a day to time loots, collect mining, watch the standings
  • Loot changed your rank directly, so every attack meant something
  • Killing health made the game legible again
  • Real decisions now: who do you hit, and when
  • Nudges kept people moving instead of stalling
Stakes got high enough that players were logging in past midnight to loot people before they could shield. We had to add an attack curfew.
03

V3 — Expansion

Key Insights
  • The competitive players owned the leaderboards. Casual users quietly left.
  • Everyone was running the same loop, every cycle
  • Less frequent users barely touched the core mechanics
  • Sessions kept getting shorter — the novelty was wearing off
The Problem

We'd built a game for the top 10%. Everyone else stopped showing up — DAUs fell 20%, almost all of it casual users. And the players who stayed had solved it. Once there's one right way to play, it stops being interesting.

The Solution

Open a second way in, one with real strategy but without the grind. Then keep moving the goalposts so nobody can solve it again.

Fantasy League

Draft five players and score points off the XP they earn. Only XP earned while they're on your team counts, so you can't draft once and forget it — you have to manage and swap. Best teams win real prizes. All the strategy, none of the grinding.

Fantasy League Touch Point
Fantasy League Touch Point
Fantasy League Rules
Fantasy League Rules
Squad Selection
Squad Selection
Squad Name
Squad Name
Squad Confirmation
Squad Confirmation
Squad Summary
Squad Summary
Squad Details
Squad Details
Squad Member Stats
Squad Member Stats

Zocial

A light social layer where posts disappear after a while unless you keep them. Create, like, comment. The expiry creates urgency, so people check in more.

Zocial Touch Point
Zocial Touch Point
Zocial Feed
Zocial Feed
Post
Post

Leaderboard Rules

Leaderboards became configurable, so each cycle counts XP from different sources. Whatever worked last month won't work this month.

Leaderboard Rules
Leaderboard Rules
Leaderboard Details
Leaderboard Details
The Impact

V3 undid the 20% drop and beat the old peak by 50%. The platform opened up to people who wanted the strategy without the pressure.

+50%
over the old peak
  • Weekly actives hit new highs, mostly casual users coming back through Fantasy League and Zocial
  • Fantasy League gave less competitive players something real to win
  • Rotating leaderboard rules killed the repetition — you had to rethink it every cycle
  • More strategy, not less: people were optimizing their squad and their own gameplay
People started opening the app without playing at all — checking Zocial, tweaking their squad, watching the standings. ZoTribe stopped being a game you win and turned into a place you check.

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