The Distribution step explained, plus what a member sees end-to-end when they finish a challenge
The creation wizard gets a challenge built. This page is about the part that makes members come back: what they earn, and what they actually see when they earn it. It covers the Distribution step in depth, then walks the member’s completion journey from the final action to the reward landing in their wallet.
Points, XP, and reward assets all feed the same member wallet, no matter which surface earned them. See Earning Rewards for the full list of earning surfaces.
A challenge can pay out at two levels, and they stack:
Per-action distribution
Each action inside the challenge can carry its own optional points / XP / reward allocation. A member who completes that action is credited immediately, even mid-challenge.
Challenge-level distribution
Completing the final action triggers the challenge-level payout: the “completion bonus”. This is what you configure in the Distribution step.
Use per-action rewards to keep momentum inside a long challenge, and the challenge-level bonus as the headline payout for crossing the finish line. A common pattern: small XP per action, then a reward asset on completion.
Set the amount of each a member can earn on completion; either can be zero. The Points value is the maximum a member can earn: unless your organisation has Fixed Points Distribution enabled, challenge-completion points are pro-rated by how much of the challenge the member actually completed, so a partial or scored completion earns proportionally fewer points. With Fixed Points Distribution on, every completion grants the full amount.
Points are not the same as keys. Key-gated challenges are unlocked by spending a separate keys balance (unlockPrice), which members earn from specific challenges, rewards, or admin gifts. A points payout does not let a member open a key-gated challenge.
The Rewards step: set the completion Points and Bonus XP, with a live running total per player.
In the Distribution step you pick a reward, set the amount to distribute, and set a Supply cap for this allocation: how many of the reward this challenge can give out before it stops. That cap can’t exceed the reward’s own remaining inventory.Per-member limits and the reward’s overall inventory are a separate, reward-level concern:
Set on…
Control
Question it answers
The challenge (Distribution step)
Amount to distribute, and this allocation’s Supply
How many of the reward does this challenge hand out?
The reward (reward form)
Total inventory, and per-member caps (Max assets per user / Max entries per user)
How many exist in total, and how many can a single member hold?
Each can be a finite number or left unlimited. Once a reward’s inventory is exhausted it stops being granted; later finishers still get the points and XP, just not the capped asset.
The reward’s total inventory and per-member caps live on the reward itself, set them when you create or edit the reward, not on the challenge allocation. Inventory can also be tracked as a single shared pool across every challenge that hands the reward out. The challenge’s Distribution step only decides how much of that inventory to give out here. See Reward Types.
Anything with a finite supply is genuinely scarce: once it’s gone, it’s gone for the live audience. Double-check the supply you’re handing out here, and the reward’s own inventory and per-member caps, before you go Live, especially on a high-traffic challenge. Preview the challenge to confirm.
The Reward Pool: pick a reward, set the amount to distribute (Amt) and this allocation's Supply cap, with All / Random / Priority distribution modes.
Whether a member can earn a challenge’s rewards once or on a recurring basis is governed by the Scheduling step, not Distribution:
Progress period: how long a single attempt may run before it times out.
Max completions per period: how often each member can complete a repeatable challenge and be credited again.
Leave max-completions at one for a classic earn-once challenge (onboarding, a one-time survey). Raise it for habit loops (a daily check-in, a weekly quiz) where you want members earning the payout repeatedly. See Challenge Creation → Scheduling.
Here’s the same flow from the member’s side, end to end.
1
Completing actions
The member works through the challenge’s actions. Any action carrying a per-action allocation credits them the moment it’s completed, and they see the points / XP tick up.
2
The final action fires the completion bonus
Completing the last action triggers the challenge-level distribution. The member sees a completion screen summarising what they just earned: points, XP, and any reward asset.
The completion screen: a member's-eye celebration when they finish a challenge, stepping through their stats, points, XP, and any reward earned.
3
Points and XP hit the wallet
The balances update immediately. Points become spendable; XP advances levels and leaderboard standing. If the member has an active XP Boost or Points Boost, the earning is multiplied for that currency (highest active multiplier per type wins).
4
The reward lands
Assets appear in the member’s wallet, ready to use or redeem.
Entries are added to the relevant giveaway draw.
A member's wallet: coins balance, earned badges, and unredeemed reward assets ready to use or redeem.
Members can revisit their completed challenges and earnings. See Participation and the post-challenge Recap.
Preview the challenge (preview panel) and walk it as a member would, then confirm the completion screen shows the payout you intended.
Check the supply this challenge hands out (and the reward’s own inventory and per-member caps) are set deliberately, not left unlimited by accident on a scarce reward.
After launch, watch the completion funnel in Analytics: a healthy Completions number means the payout is landing.