LiveOps: config, flags, segments and codes
Change the live game with no client deploy: remote config, feature flags, player segments, live events, and promo codes.
LiveOps lets you tune and gate the running game from the server. All of it is edited in the dashboard (or via MCP) and read by the client, so no app-store release is needed to change a number.
Remote config and flags
Remote config is a key→value tuning blob (spawn rates, banners). Feature flags resolve per the player's segments and carry a break-glass KILL SWITCH: flip a bad feature to its safe value instantly for everyone.
const cfg = await tg.config.get();
const on = await tg.flags.bool('new_hud'); Segments
A segment is a rule tree over player state (stats, achievements, days-since-install, membership in another segment). Segments target flags and offers; build them in the dashboard's rule editor or via the API, then materialize membership.
Live events and promo codes
Schedule live events (windows the client reads to light up seasonal content) and run promo-code campaigns (bulk-generated codes that grant a reward into the inbox when redeemed; code_invalid / code_expired / code_already_redeemed guard the redeem).
await tg.codes.redeem('LAUNCH2026'); - User-generated content
Author, publish, play, and remix player content, with moderation and remix lineage.
- A/B experiments
Split players across variants, measure a metric, and read per-variant conversion: deterministic, sticky assignment built on the flags/segments engine.
- Web push notifications
Re-engage players with self-hosted Web Push (VAPID): subscribe from the game, send from the dashboard/MCP to everyone, a segment, or one player.
- Verifiable RNG
Deterministic, server-seeded randomness so loot and crit rolls can't be client-forged.
- Analytics and crash reporting
Durable event ingest that rolls up into DAU/MAU, retention, funnels, sessions, economy health, and grouped crashes.