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Lonca

Live ops your product team can launch on its own.

Events are configured in the console, not written in server code. Pick one of the event types every hit game runs, set the rewards, rooms and schedule, test it in staging and publish.

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  1. Tiny Kingdoms
production

18 event types, ready as templates

The biggest casual games run these events under their own names, and each studio built them by hand. In Lonca each one is a template: pick it, set rewards, rooms and a schedule, and launch.

Compete

Solo events where rank, speed or survival decides.

  • Tournament

    Compete for rank in rooms of players at their level over a few days.

    rooms · stages · rank prizes

  • Race

    First to reach a target in a small room wins.

    target · room size · place prizes

  • Rush

    Short back-to-back rounds; the player picks how many and how long.

    steps · round length · bot fallback

  • Survival

    Win levels to stay in; players who fail drop out until a few are left.

    elimination · target · runs

  • League

    Finish high to move up a division, low to drop.

    divisions · promotion · relegation

  • Duel

    Beat one rival over a few rounds, with a bot if nobody shows up.

    rooms of 2 · rounds · bot fallback

  • Knockout

    Win through quarter-finals, semi-finals and a final.

    brackets · rooms of 8 · places

  • Country cup

    Play for their country through qualifiers and a knockout.

    country pools · qualifiers · brackets

  • Multi-stage

    Qualify in one stage, get re-seated, and play on in the next.

    stages · qualifiers · per-stage prizes

Play together

Events a team or a pair wins as one.

  • Team vs team

    Their team faces other teams; the team score decides.

    team rooms · in-team rank

  • Team goal

    The whole team fills one chest or beats one boss together.

    shared target · team size tiers

  • Partner co-op

    Two players progress together toward one goal.

    pairs · invites · shared milestones

Progress and return

Events that reward collecting, climbing and coming back.

  • Season pass

    Climb tiers on a free track and an optional premium one.

    milestones · free + premium

  • Card album

    Collect cards into sets for set rewards.

    collections · set rewards · card packs

  • Board game

    Earn moves from levels and travel a board of rewards.

    moves from levels · milestones

  • Daily reward

    Come back each day for a wheel spin or a calendar gift.

    day-indexed calendar

  • Missions

    Finish a list of tasks over a week, with targets set per player.

    tasks · personal targets · milestones

  • Streak

    Win levels in a row to climb rewards; a loss starts over.

    streak milestones · reset on fail

Everything an event needs, in one definition

Templates you can clone and export
Every event type above starts as a template you adjust. Copy a definition from staging to production, or export it as a bundle.
Schedules you set once
Run an event once or on repeat, with an interval, a count and a window. Every occurrence freezes its own content, so editing next week's event never changes this week's.
scheduled → active → ended → finalized
Stages, rooms and bots
Time-boxed or score-boxed stages, rooms that fill by level tier, rooms that merge, and bots that top up empty seats so an event feels full from the first day.
Prize tables
Rank brackets, places, thresholds, milestones with free and premium tracks, and pool splits. Rewards go to the inbox and are claimed exactly once.
Who sees what
Eligibility by level, platform, app version, audience and country. Lonca works out each player's country itself, so there is no country setting to get wrong. Event policy sets exclusion groups, priority and how many events a player sees at once.
A flow builder, not a script
Wire triggers to actions: when a room fills, add bots; when a stage ends, advance; when the event ends, grant prizes. Flows are checked when you save, and webhooks reach your own server when you need them.
room_filled → fill_bots
One level result, every event
Your game sends a gameplay signal such as level_won once. Every event the player is in counts it, exactly once.
Achievements and daily runs
Boolean, progress and tiered achievements with rarity, plus daily runs with one attempt per period and a shared seed.
Test before players see it
Dev and staging have test players, a time offset per occurrence and forced transitions, so you can play a three-day event in ten minutes.

A/B variant assignment is planned after early access.

From template to published in one screen

Schedule, eligibility, stages and prizes sit side by side. Drafts are versioned, published versions never change, and the console tells you exactly why a definition will not publish.

  1. Tiny Kingdoms
production
Competition

Leaderboards, tournaments and async PvP

Players

Sign-in, cloud progress, profiles and privacy

Social

Friends, inbox, teams and chat

Economy

Wallet, timed economy and promo codes

Tell us about your game.

Join the waitlist and we'll write to you personally before early access opens. Or book an early access call and we'll walk through your game and backend together.

  • SDKs for Unity, Godot and web games.
  • Open source: Lonca Cloud or self-hosted.
  • Built for casual and mobile games with live ops on day one.
  • A founder answers every signup.