Reduces choice overload
Users see the next meaningful goal instead of a pile of disconnected rewards.
warming the kiln…
Path organizes skills, streaks, badges and events into a guided journey so users always know what to do next.

Each primitive exists to support retention, clarity or trust. No decorative points system required.
Users see the next meaningful goal instead of a pile of disconnected rewards.
Skills, badges and events can become prerequisites in a visible journey.
Teams can design sequences for onboarding, mastery or seasonal campaigns.
Product teams control the concept. Engineering sends events and embeds the result.
Group skills, badges and key events into named path steps.
Require a skill level, streak, badge or token balance before the next step unlocks.
Widgets and API reads surface the next best goal to the user.
The useful part is not the label. It is the way path turns product activity into a concrete state change users can understand.
{
"path_key": "english_a2",
"step_key": "speaking_sprint",
"requires": ["pronunciation:4", "streak:7"],
"status": "planned"
}Marketplace, evaluation, avatar, badges, skills, tokens, path and streaks share the same event and state model.