Overview
The achievement system is High IQ’s gamification engine — driving engagement through 40 achievements across 10 tracks, a level system capping at Level 25, and a dynamic Cannabis Identity title. This flow documents how achievements are earned, how celebrations trigger, and how the system creates retention loops.Achievement Earning Flow
Achievement Track Progression
Cross-Feature Achievement Triggers
Celebration System
When batch unlocks happen:| Trigger | Typical Unlocks |
|---|---|
| Large Gmail import (50+ orders) | Order Milestones, Spending, Core Collection, Dispensary Explorer — 4-8 at once |
| First dispensary receipt | Order Milestones T1, potentially Stash Manager T1 |
| Daily Story streak milestone | Daily Stories track + Activity Streaks |
Level Progression System
Identity Title Flow
Active Quests Flow
Featured Achievements Flow
Progress Nudge System
Gamification Retention Loop
Edge Cases
| Scenario | Behavior |
|---|---|
| Earn achievement while offline | Achievement saved locally, celebration on next app open |
| Delete data that drops below threshold | Achievement NOT revoked — once earned, always earned |
| Earn multiple Legendary achievements | Each still celebrated individually over time |
| Identity title tie (two tracks equal XP) | First earned track wins the tie |
| All 40 achievements earned | ”100% Complete” banner, Level 25 max |
| Streak broken (Activity/Daily Stories) | Counter resets, achievement tiers preserved |
| Gmail import earns 10+ achievements | Batch summary screen handles gracefully |
| No achievements near 80% | Active Quests section shows encouraging message |
Related Flows
Master Journey
Achievements as a progression mechanism.
User Lifecycle
Achievement progress driving retention.
Order Upload
Orders triggering multiple achievement tracks.
Notebooks
Notebook Mastery achievement track.
