Valora Ops — Data-Driven Mission System Mobile Game

Built a scalable mission and live-ops framework in Unity that increased D7 retention by 34% and doubled average session length through data-driven daily and weekly objectives.

Client: Mobile Games Studio (NDA)

Valora Ops — Data-Driven Mission System Mobile Game screenshot

The Challenge

The client had a playable Unity mobile prototype but lacked a live-ops layer. Players completed the tutorial and churned because there was no reason to return daily. They needed a data-driven mission system that designers could update without app store resubmissions.

Our Approach

We designed a mission framework in Unity backed by Firebase Remote Config and analytics event streams. Designers could push daily, weekly, and seasonal mission chains from JSON templates, while engineers maintained a single codebase for iOS and Android.

  • Mission graph system with prerequisites, rewards, and progress tracking
  • Remote Config for tuning mission difficulty and reward curves live
  • Firebase Analytics dashboards for completion rates and drop-off points
  • Season pass tier integration with milestone missions
  • Anti-cheat validation on mission completion events server-side

Data-Driven Iteration

Within three weeks of soft launch we identified two mission types with high abandonment. Remote Config let us reduce requirements and rebalance rewards within hours — not weeks. Session length climbed as players engaged with chained weekly objectives.

Outcomes

D7 retention improved 34% compared to the pre-mission baseline. Average session length more than doubled, and the client could run seasonal events without engineering sprints for each content update.