Game Systems
Game Systems save you precious development time by providing pre-made common game systems and features ready to be connected to your game.
The following Game Systems are available in LootLocker.


This feature has not been documented yet. To learn more, reach out to us.


Collectables are used to automatically reward players for collecting or completing something in your game. Collectables are nested into three layers, each with their own set of rewards. This allows you to set up a wide range of Collectables across different maps or areas of your game. These layers are called Collectables, Item Groups, and Items, where Items are the actual things being collected by the player. Collectables and Item Groups need to be created first before creating an Item.
Collectables are very similar to Triggers in that you trigger them by a defined Name and grant the player a Reward. The major difference between Collectables and Triggers is that Collectables are returned to your game from the API, unlike Triggers that only return the specific Trigger in question.

Item Groups

Item Groups are a way to group many Items together with a linked Reward. For example, you might want to reward the player when they have collected all the Items in a single map. In this case, you would create an Item Group for each map, with the Items in the map nested inside the Item Group.


Items are the actual thing being collected by the player.
To learn how to set up Collectables in your game, visit the link below.


This feature is in development and has not been documented yet. To learn more, reach out to us.


This feature has not been documented yet. To learn more, reach out to us.


Leaderboards provide the structure and logic for creating a variety of leaderboard types in a game that can be linked to individual players or any type of identifier the game provides. Leaderboards can be created manually through the Management Console or automatically through API calls.
Leaderboards can be sorted in different ways or configured to overwrite scores when submitted regardless if the score is worse than the current score. It is also possible to allow the Game API to write scores to your Leaderboard.
For security reasons, we always recommend that you implement a game server in order to update Leaderboards in your game.


The following information can be configured for your Leaderboard.
  • Name: The name of the Leaderboard, used when searching in the Management Console
  • Type: Select between Player Leaderboards or Generic Leaderboards (see below)
  • Direction Method: Select between Descending or Ascending sorting methods.
  • Settings: Enable Game API Writes allows you to authorize the Game API to submit scores to the Leaderboard. This is not recommended as players have the ability to exploit this and populate your Leaderboards with false information. Overwrite Score on Submit tells the Leaderboard to always replace the player or member's score regardless if the score is worse than the current score.


A Generic Leaderboard is a Leaderboard that is not associated with a specific Player. This can be a group of players like a guild or clan, or a player who's information is stored outside of LootLocker.


A Player Leaderboard is a Leaderboard connected with a Player ID in LootLocker. This could be a First Party ID or a Public UID.
To learn how to set up Leaderboards in your game, visit the link below.


This feature has not been documented yet. To learn more, reach out to us.


The Progression feature is used to create a points-based progression system in your game with associated rewards. The Progression feature allows you to specify a range of Levels based on point thresholds with each level granting the player a reward.


A prestige level is a flag that is sent to the game along with the level to indicate that this level is special. Prestige levels can be used as a special goal for players who complete the standard progression.
To learn how to set up Progressions in your game, visit the link below.


Triggers are used to automatically reward players upon triggering an event within your game. Triggers can be assigned Rewards that are granted upon triggering the Trigger every time or only after a certain number of times.

Trigger Times

The Trigger Times option in a Trigger allows you to set the frequency of how many times the Trigger event can be triggered. The two options are Unlimited and Limited.
  • Unlimited: Setting the Trigger Times as Unlimited allows the Trigger event to be triggered an unlimited number of times. Every time the Trigger event is triggered, the associated Reward is granted.
  • Limited: If the Trigger Times is set as Limited, the Trigger event can only be triggered once, only after the event has been triggered the specific number of times defined in the field. For example, if the Limited Tigger Times is set to 3, the Reward will only be granted once the Trigger has been triggered 3 times.
To learn how to set up Triggers in your game, visit the link below.