๐June 2026
Smartico release notes for June 2026 - covering CRM Automation and Gamification improvements done since the previous release.
Show mission before โStart dateโ
Weโve introduced a new Mission setting called โShow Mission Before Start Dateโ, available whenever a Start Date is configured for a mission.
The setting is enabled by default, meaning the mission is visible in the UI before its Start Date. When disabled, the mission remains hidden until the configured Start Date is reached, after which it becomes visible to players. This option is available for the following mission types:
Generally Available
Locked Missions
Recurring Upon Completion

Read more about Missions
Exclude failed bonuses from purchase limitation
Weโve introduced a new option that allows you to exclude failed bonuses from Store purchase limits. By default, the option is disabled, meaning failed bonus issuances still count towards the purchase limit of a Store item. When enabled, only successful bonus issuances count towards the limit. The option is called โExclude failed bonuses from store purchase limitsโ and you can find it in the BO under the Label tab Label settings -> Bonuses section.

For example, if a Store item has a purchase limit of 3 purchases per day and a player attempts to purchase it 3 times, but one of the bonus fails to issue, that failed attempt will not count towards the limit. As a result, the player will still be able to make an additional purchase and reach the maximum of 3 successful purchases.

Read more about Store items
Scheduled Campaigns Prioritization
A new Campaign Priority Groups feature is now available under Label โ Priority Groups. By default, when multiple scheduled campaigns are sent at around the same time and target the same users, the first campaign delivered may consume the user's daily channel limit, preventing other campaigns from being sent.


Priority Groups allow you to assign priorities to campaigns, ensuring that more important campaigns take precedence over less important ones. This gives you greater control over campaign delivery and helps ensure that the right message reaches the user when multiple campaigns are competing for the same audience.
Read more about Scheduled Campaigns Prioritization
Clans Dashboard
We have launched a new Clans Dashboard (available under Reports โบ Gamification โบ "Clans"), a centralized tool designed to give you a definitive statistical and analytical overview of your Clans program. This new tool is backed by the AI Analysis functionality and allows you to achieve the following:
Clan Health at a Glance: Review the full configuration of every active clan โ capacity limits, entry fees, segment restrictions, and current member counts โ all in one consolidated table.
Ranking Intelligence: Track how each clan's global rank evolves day by day and see the all-time best rank each clan has ever achieved, so you can recognize long-standing top performers.
Membership Flow Analysis: Visualize how players are moving into, out of, and between clans using a Sankey flow diagram, and break down daily join volumes by clan and join source (self-join, Manual, API).
Joiner Quality Profiling: Understand the quality of players your clans are attracting through Value Score distribution, RFM lifecycle segmentation, and product preference breakdowns โ both at label level and split per clan.
Tournament Performance: Monitor registration volumes across clan and non-clan tournaments, drill into individual player results within clan tournament instances, and identify which clans are consistently winning and by how much.

Prize cap per Draw run in Raffles
We are introducing a new prize cap per individual Draw run, which automatically resets with each subsequent run. This new cap joins our already existing prize cap setting per lifetime which defines what a user can win across the entire lifecycle of a Draw, giving you much greater control and flexibility over your prize distribution.
We've revamped the "Max prize per user" field to feature two distinct options: per run and per lifetime. Your legacy configurations have been safely preserved and automatically mapped to the lifetime field.
Example: If you set a limit of 3 prizes per run, a user can win up to 3 prizes in the current run and will become eligible to win up to 3 once more when the next run starts.

Read more about Draw setup in Raffles
Additional T&C hint in the Gamification Widget
Weโve introduced a new Label Setting called โAdditional T&C Hint for the GF Widgetโ, located in Label Settings โ Widget Real/Test Users โ General. This setting allows you to display additional information within the Gamification Widget, such as Terms & Conditions, Responsible Gaming messages, regulatory disclosures, or other important notices. Once text is added, it will be displayed at the bottom of the GF Widget on both desktop and mobile.

Expanded mission task rewards
Weโve expanded the available Mission Task Rewards, giving operators more flexibility in how they incentivize players. In addition to Points, tasks can now reward players with Gems, Diamonds, Mini-Game Attempts, Missions, Raffle Tickets, and more. You can also combine multiple reward types within a single task. For example, completing a task can grant 30 Points and 1 Gem, or 10 Points and 2 Raffle Tickets, allowing you to create more engaging and rewarding mission experiences.

Read more about Missions
Show bonus history for the X days
You can now control how long redeemed bonuses remain visible in the Gamification Widget. A new Label Setting called โShow bonus history for last X daysโ has been added. By default, the setting is empty, meaning no time restriction is applied. If you enter a value, for example 30 days, only bonuses redeemed within the last 30 days will be displayed in the Bonus section of the widget.

Read more about Bonuses
Fixed obstacle sequence in Voyager
We've added a new setting to the Voyager mini-game called "Seed Window (minutes)", which 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.

Read more about Voyager
Visibility Schedule in Custom sections
Weโve expanded the Visibility Period options for Custom Sections. In addition to defining a date range, you can now specify the exact days of the week and time periods during which a section will be visible to users. For example, you can configure a Mini-Games custom section to be displayed only on Saturdays and Sundays, between 10:00 and 22:00 in the userโs time zone.

Read more about Custom Sections
Auto-Translate Label Tag Variations
You can now automatically translate Label Tag Variations. The โAdd Translationโ option is available in the Variations tab for Static Text label tags only and works similarly to the existing translation functionality available for Emails and other communication assets.
Simply select the desired language and click โGenerateโ to create a new translated variation automatically.

In addition, a โTranslateโ button is now available within individual variations. This option allows you to translate the content of a variation directly into the language selected in its Language condition.
The โTranslateโ button is available only when a single language is selected in the Language condition. If multiple languages are selected, the button will be disabled.

Campaigns Overview Dashboard enhancement
We've enriched the existing Dashboard by adding some crucial information that will assist you in measuring the success of your campaigns.
Summary Tab enhancement:
A ranked table of all active campaigns over the filtered period, ordered by Campaign Efficiency Grade (0โ100) โ a single composite percentile score that compares each campaign against every other campaign run by the same operator in the same filter context.
Open the Summary tab and immediately see which campaigns are in the top quartile (score โฅ 75) vs underperforming (score < 25) over the filtered period. No need to manually compare multiple individual metrics.

Control VS Test Tab enhancement:
Results and Significance Table: The statistical overview for your Control VS Test setups. It validates whether the observed performance lifts are statistically proven or just random noise.
How to use it: Acts as a decision gate before scaling campaigns (requiring both positive uplift and proven significance). It helps distinguish high betting activity from actual profitability and allows users to audit whether control group sizes are large enough to be statistically reliable.
Score VS Incremental Value Chart: X-axis: Campaign Efficiency Grade (0-100) - the same composite peer score from the Campaigns Standings table (that compares each campaign against every other campaign run by the same operator in the same filter context.) Y-axis: Incremental Value Added (GGR) - the absolute per-user GGR difference between test and control group users
How to use it: Identify campaigns where spend is justified by revenue lift. A campaign in the top-right quadrant (high score + positive GGR uplift) has been verified by the control group to actually drive incremental revenue, not just clicks. Detect "empty engagement" campaigns. Top-left quadrant (high engagement score, negative GGR uplift) indicates a campaign that looks healthy by activity metrics but is not translating into real revenue โ the control group is not spending less, so the communication is not the driver.

New skins for Mini-games
Weโve added a collection of new skins to bring even more variety, customization, and visual excitement to the player experience. These new themes allow you to refresh the look and feel of their gamification experience and better align it with seasonal campaigns or events. Available now for the following games:
Spin the Wheel
Scratch Card
Giftbox
Treasure Hunt
Lootbox Map
Lootbox Cards



Read more about Mini-game skins
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