🚀Voyager
Voyager is a retention-focused mini-game where players accumulate rewards by collecting prizes while avoiding obstacles. The goal is simple: collect all required prizes before the player’s life bar depletes. Players control a moving object (plane, boat, or car), navigating through obstacles. Each hit reduces the life bar, and too many hits lead to game over.

❓ How it works
The ‘Voyager’ mini-game comes with 3 pre-built global skins (ready to use), but it is fully customizable, and it allows you to create your own skin. You can also specify the type and quantity of prizes, determine the cost type for attempts (free, gamification points, or spin attempts), define the user segment eligible to access the game, and much more.
Gameplay Overview
Starting the game:
Players press Start, then view a short instruction screen.
The character starts moving forward automatically.
Players collect prizes and avoid obstacles.
Prize Tracking:
Prize Name (points, free spins, bonuses, etc.) is revealed once gameplay begins.
Each prize contributes to:
Progress Counter → shows progress (e.g., 8/10 collected).
Prize Counter → tracks total accumulated reward.
Modifiers may alter the score:
Multipliers (×2, ×5, ×10)
Dividers (/2, /5, /10)
Reset to 0
Empty (0x)





Game progression:
The game can end in a win or a loss.
Max duration: 5 minutes (hardcoded, not visible on the UI).
Players win and receive the prize if:
All prizes are collected within the time limit.
Life bar doesn’t fully deplete.
Players lose and don’t get any prize if:
Time runs out.
Too many hits deplete the life bar.
Game Over & Difficulty
Voyager includes 3 difficulty modes:
Easy (default): High tolerance for hits, life decreases slowly.
Medium: Moderate tolerance, life decreases faster.
Hard: Strict tolerance, life decreases rapidly.
Allowed hits also scale with the number of prizes required.
1 - 5
25
17
11
6 - 10
45
25
18
11 - 15
65
33
25
16 - 20
85
40
32
21 - 25
105
46
39
26 - 30
125
53
45
31 - 36
145
60
50

🛠️ Configuration
You can set up the Voyager mini-game from the BO under the Mini-Games section in the Gamification tab. The game configuration template is similar to other random mini-games, featuring tabs for General and Advanced Settings, Prizes, Winnings, No Claimed Prizes, BI, and Used In.
However, the Voyager introduces a few unique options in the Advanced settings and in the Prize configuration.

Advanced settings:
'Max. number of prizes that can be collected'. Define the maximum prizes a player can collect in a single session. For example, if you enter 10, the prizes that need to be collected in a single game session will be a random number between 1 and 10, and the number will vary each time the game is played.
'Min. number of prizes that can be collected.' This setting works together with ‘Max. number of prizes that can be collected’ and allows you to define a range for the number of prizes players must collect during a game session. It also helps prevent scenarios where players can finish the game too quickly by receiving a very low target number of prizes to collect (e.g. 2 prizes).
Input Limits and Defaults: The maximum number of prizes can be set from 1 up to 36 (default is 15 in the template form). The minimum number of prizes must be at least 1 and cannot exceed the maximum value. Both settings directly determine the number of collectible reward steps and path length generated for the session.
Example: Random Range
Min. number of prizes to collect = 5
Max. number of prizes to collect = 15
In this case, each time a player starts the game, a random target number between 5 and 15 will be generated. Players will always need to collect at least 5 prizes and at most 15 prizes.
By default, the minimum value is 1. This means that if the maximum is set to a higher number, players may receive very low targets such as 1 or 2 prizes. Leaving the field empty results in the same default behavior.
Example: Fixed Number
Min. number of prizes to collect = 10
Max. number of prizes to collect = 10
In this setup, players will always need to collect exactly 10 prizes to complete the game.
The ‘Game difficulty’ option allows you to choose between 3 modes - Easy (default), Medium, and Hard. For example, in Easy mode, players can hit many obstacles before losing the game, which makes it easy to win.
Seed Window (minutes) - lets you keep the same obstacle layout for all players during a defined period of time. By default the field is empty, meaning the obstacle pattern sequence is shuffled randomly each time a player starts a game session. When a value is set, the obstacle layout - including the sequence of obstacle patterns and the total number of path steps - stays fixed for the full duration of the window. For example, with a Seed Window of 5 minutes, every player who starts a game within those 5 minutes plays on an identical map. Once the window expires, a new layout is generated for the next period. Prizes are still determined individually by the server for each spin.
The Prize configuration settings have been updated with the following new options:
Prize amount - The prize amount specifies the final amount the player wins at the end of the game. This amount remains the same even if score modifiers are enabled. If the prize type is points, the option changes to the ‘Points amount’.
Prize name (without amount) - If the prize type is points, bonus, jackpot, or tangible items the prize name should not contain any amount.
Hide prize until won - by default the setting is disabled, but when enabled the prize name remains hidden during gameplay and is only revealed in the winning pop-up once a player wins it.
Allow split by decimal - available for Bonus and Tangible item prize types (disabled for Points and Gems & Diamonds). When enabled, the prize amount can be split into decimal numbers across the collected prize steps.
Score modifiers - You have the option to choose score modifiers for each prize type. These modifiers will appear randomly during gameplay. You can select multiple modifiers, just one, or none. The score modifiers won't change the final prize amount.
Standalone mode:
You can trigger the game in standalone mode directly from a campaign or via a deep link. This allows you to launch the game from any context, such as a mission or another feature.
dp:gf_saw&id=123 -> will open the game with id 123 in the Gamification widget context
dp:gf_saw&id=123&standalone=true -> will open the game with id 123 in standalone mode

🎨 Skinning
The Voyager comes with 3 pre-built global skins (ready to use):



Find more Voyager skins in:
💡 Tips and Hints
You can adjust the difficulty of the Voyager game by combining the Game Mode (Easy, Medium, Hard) with the Max. number of prizes to collect setting:
Easier Gameplay (Quick Wins): Use Easy mode with a small number of max. prizes to collect (e.g., 5). → Players will have 25 hits allowed and only 1–5 prizes to collect, making the game very easy to win.
Balanced Challenge: Use Medium mode with max prizes to collect - 10 → Players will need to collect 6–10 prizes with 25 hits allowed, giving a fair challenge.
Harder Gameplay (Lower Win Rate): Use Hard mode with a bigger number of max. prizes to collect (e.g., 20) → Players will need to collect 16–20 prizes but will only have 32 hits allowed, making the game much more difficult.
Related Documentation
For custom skin file specifications, sprite sheet animation (400x400 px frames), and global skin downloads, see Custom skins for Mini-games and Voyager Skins.
For launching mini-games on landing pages, see Mini-games on the landing pages.
FAQ
Q: Do score modifiers (multipliers/dividers) increase or change the final payout amount?
A: No. The actual prize amount is determined server-side when the game starts and is fixed. In-game score modifiers (×2, ×5, /2, Reset) and the running points counter are visual gameplay effects designed to build excitement. If the player completes the run without losing all health, they receive the exact configured prize amount.
Q: How do I translate the Voyager game name and prize descriptions into other languages?
A: In the mini-game template's General tab, click the globe translation icon next to the public 'Name' field to enter localized names for each supported language. Similarly, in the Prizes tab, you can provide localized prize names for winning pop-ups.
Q: What happens if a player loses all lives during the game?
A: If a player exhausts their life bar from hitting too many obstacles or runs out of time, the game ends in a loss and no prize is awarded. The server voids the spin and returns the drawn item back to the prize pool. Note that if 'No prize' was drawn as the winning prize, the session completes after collecting the first item.
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