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🍁October 2026

Smartico release notes for October 2026 - covering CRM Automation and Gamification improvements done since the previous release.

Allow Clan Tournament re-entry after Clan switch

We’ve introduced a new label setting under Clans that gives you the ability to allow for players who change clans during an active clan tournament run to re-enter the competition.

BO: Label settings – Control user capability to re-entry tournaments on clan switch

When configured:

  • Enabled: Upon switching clans players can opt-in again to re-enter the ongoing tournament under their new clan starting fresh with 0 points (previous tournament score is not transferred).

  • Disabled: Changing clans permanently cancels the player's active clan tournament runs. The player can only participate in future runs (default behavior).

Note: Players are required to opt-in again to participate in the tournament after switching clans.

Read more about Clan Switching Rules

Swift and Kotlin SDKs & Demo Apps - Native iOS and Android integrations

Following the release of our React Native demo app, we have released native Swift (iOS) and Kotlin (Android) SDKs along with complete open-source demo applications, showcasing how to build fully custom, native gamification UIs on top of the Smartico API.

With these SDKs, your mobile applications can communicate directly with Smartico services without needing hosted widgets or web wrappers, giving you full control over the UI, styling, and navigation to match your brand.

The demo applications showcase the full integration surface:

  • Session & Identity: User authentication, session restore, user identification, and live user property updates pushed in real time.

  • Native Gamification Screens: Missions, badges, tournaments with live leaderboards, raffles, jackpots, store catalogue and purchases, levels and VIP progress, inbox messaging, and customizable player avatars.

  • Engagement & Routing: Native engagement popups, deep link dispatching (dp:), and push notifications with complete lifecycle tracking (delivered, impressions, and click actions).

  • Flexible Rendering Tiers: Choose per surface between a fully native screen, an in-app WebView (for mini-games or popups), or a hosted web page.

Explore the repositories and get started:

Model Context Protocol (MCP) Server and Access Profiles (September changes)

In September, we have expanded the Smartico MCP Server, allowing external AI assistants (such as Claude) and automated scripts to interact with and manage your Smartico platform through a standardized interface.

Key updates introduced over the past month include:

  • MCP Access Profiles: Fine-grained governance over MCP connections. Administrators can use five built-in system profiles (Full access, Editor, Analyst, Viewer, No Access) or create custom profiles to control tool permissions, enforce least privilege, and protect live platform configurations.

  • OAuth 2.0 (Sign in with Smartico): One-click authentication for AI clients with dynamic multi-label selection, eliminating the need to manually copy static API keys.

  • Expanded Entity Coverage: Support for 32 entity types, including creating and updating Banners and Placements, Bonus Templates, and Dynamic Reward and Tournament Scoring Formulas, as well as read-only discovery for Communication Gateways.

  • Flow and Campaign Operations: New operational actions for real-time campaign flow editing, lifecycle management (starting, stopping, speed throttling), and dynamic audience estimation.

  • Smart Validation: Automatic alignment with Back-Office picker rules, including natural duration formats, multi-currency resolution, and live segment condition validation.

Read more about the MCP Server and MCP Access Profiles

Liquid Support for SMS

We’ve introduced a new message type setting for SMS templates. You can now choose between:

  • Simple SMS – sends standard text messages with basic placeholder tags.

  • Liquid SMS – allows you to write custom Liquid code directly inside the message body for dynamic content control.

When Liquid SMS is selected, you can use conditional logic to handle dynamic user data safely. For example, if a variable like the username is too long, Liquid logic can automatically substitute a shorter fallback value to keep the full message body under 160 characters and avoid incurring multi-part SMS charges.

Note: Calculated character counts in the editor are based on rendered preview values; final message lengths will vary per individual end-user data.

BO: Example of Liquid type SMS

Read more about SMS

Timezone and Daylight Saving Time (DST) support for BO schedulers

We’ve introduced Timezone and Daylight Saving Time (DST) support for BackOffice schedulers across Recurring Missions, Scheduled Campaigns, Automation Rules, Tournaments, and Raffles.

Previously, these schedulers were based on UTC. This was causing issues for operators who needed schedules to follow a specific local time. For example, a recurring mission that should restart at 23:59 local time in Kyiv, London, or São Paulo could restart one hour earlier or later after a DST change.

Note: Timezone and Daylight Saving Time (DST) support is controlled by a Label setting and is disabled by default.Once enabled, the Timezone selector becomes available in the supported scheduler forms. To enable this setting for your label, please contact your Success Manager.

BO: DST setting in Recurring missions

With timezone support, you can now select the timezone you want to use, and the scheduler will automatically adjust for Daylight Saving Time changes. No manual schedule updates are required when the clocks change. When setting up a recurring schedule (hourly, daily, weekly, or monthly), you can select a timezone along with the schedule time.

  • 25 operational timezones are supported, including Europe/Kyiv, Europe/London, Europe/Berlin, Europe/Warsaw, America/Sao_Paulo, America/New_York, Asia/Dubai, Asia/Singapore, and Pacific/Auckland.

  • UTC is selected by default.

  • The selected timezone determines when the schedule runs and automatically accounts for DST where applicable.

The See next executions preview has also been updated.It now shows upcoming execution times based on the selected timezone, including the applicable UTC offset. This makes it easier to see exactly when the scheduler will run, including around DST changes.

Important: Avoid Scheduling During the DST Transition Hour

When Daylight Saving Time ends and the clocks move back by one hour, some local times occur twice on the same day. For example, in European timezones, 03:00 may occur twice during the October DST transition.

To avoid a recurring job potentially running twice - and, for example, awarding rewards twice - do not schedule jobs at the exact hour when the DST transition occurs. We recommend scheduling recurring jobs outside the transition window, such as 00:00 or 04:00, to ensure they run only once

Dynamic Target Calculation (Prop-to-Prop) for Mission Tasks

We’ve introduced Property-to-Property (Prop-to-Prop) dynamic targets for mission tasks that track accumulated values, such as “Complete action a few times, check a SUM of attribute.” Previously, mission completion targets could only be defined as fixed monetary amounts for each currency - for example, requiring a player to reach a total of €500 in deposits.

With Prop-to-Prop targets, you can now create personalized, dynamic targets based on a numeric player state property multiplied by a custom factor. For example, a target can be calculated as 2 × Recommended Deposit Amount, allowing each player’s target to be determined automatically based on their individual property value.

A mission task can use either a fixed multi-currency target or a dynamic Prop-to-Prop target, but not both:

  • When fixed currency values are configured, the Prop-to-Prop option is hidden.

  • When Prop-to-Prop is enabled, the multi-currency input grid is hidden and replaced with a Property selector and Multiplier field.

For Recommended deposit and bet amounts, use the tag {{suggested_value}}, it will be replaced with the value and the user's currency.

Note: Keep in mind that the recommended amount is dynamic and may change over time.

BO: Prop-to-prop for Total amount should reach in mission tasks

Read more about Dynamic Missions

Mission Task Completed event

We’ve added a new Label setting that allows you to enable the Mission Task Completed event. By default, this setting is disabled, meaning the event will not be generated. Once enabled, the event triggers every time a player completes a mission task.

Note: To enable this event, please contact your Success Manager.

Read more about Missions

Forms Prefills, Hidden Fields, and support for Tags

We've introduced new form field option: Default value. You can define fixed text or dynamic tags to prefill the value for fields when the form is shown to the user.

BO: Example of prefilled data configured in the Default value field

We've also expanded Custom sources with a new field type: Hidden. This field is not shown to the users but the preconfigured value (any character input or dynamic tag) is saved with every form submission and available in the reports.

BO: Example of the Hidden field's submitted data

On top of all updates we have also added support for campaign, state and label tags to the field title giving you greater control over the personalization of your forms.

Read more about Forms

Standalone fullscreen mode in Custom Games

We’ve introduced new settings that allow you to configure the width and height of Custom Games in standalone mode for desktop. You can now choose between:

  • Default size - uses the standard width and height.

  • Custom size - allows you to define the desired width and height.

  • Fullscreen - opens the game in full-screen mode.

These settings are available in the Mini-Game template only when the Use Custom Game toggle is enabled. By default, Standalone fullscreen is disabled, so the game uses the default dimensions. You can either keep the default size or configure a custom width and height. When Standalone fullscreen is enabled, the width and height fields are disabled because the game automatically uses the full available screen.

Note: These settings are available only for Custom Mini-Games in desktop standalone mode.

Read more about Custom Games

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