T7D Gaming
pulse

The algorithm we built to run a live game. Connect PlayFab, Unity or your own database, and it watches every player, works out what each one needs, and acts on it.

Pulse, the studio home: what would you like to do?

Every game starts on this screen. You say what you want to happen; Pulse walks you through the next steps.

Every player carries a live score: how likely they are to leave, what they respond to. When one crosses a line, Pulse does not leave a red dot on a dashboard for Monday. It fires the intervention while it still changes the outcome.

WIZZO, on the player's phone

Last seen

just now

WIZZOnow

Get it

You are the player. Do something

player 48213 in WIZZOscoring live

Churn risk

0.15

Purchase intent

Low

Last seen

just now

Events in

  • Waiting for the player.

Pulse

Nothing to do yet. That is also a decision.

A simulation of one player, running in your browser. The player is made up; the moves Pulse makes are its real surfaces: audiences, GameFlows, grants, offers and pushes.

Native, bidirectional PlayFab and Unity integrations. A database workspace for everything else. Events flow in over webhooks; actions flow back.

Pulse
PlayFab
Unity
MongoDB
MySQL
Supabase
Firebase

Pulse is not a wrapper around one vendor. It speaks PlayFab and Unity Gaming Services natively, with a workspace built for each, and a database workspace for the games that use neither.

PlayFab

27 surfaces
DashboardPlayersSegmentsPlayer tagsEconomyPaymentsMissionsLeaderboardsPush notificationsAnnouncementsPromo codesRulesWorkflowsCloudScriptFunctionsWebhooksContentAds placementExperimentsAdvanced analyticsBehavioral intelligenceInterventionsFine tuning

Unity Gaming Services

14 surfaces
DashboardPlayersSegmentsEconomyMissionsLeaderboardsGameFlowCloud CodeCloud SaveRemote ConfigAnalyticsBehavioral intelligenceSettings

Your catalog, your events, your CloudScript and your own documentation are embedded and retrieved, so when you ask a question the answer is about your title. On top of that, a model fine-tuned on the title’s own history, so its suggestions come from what has already worked in your game.

Retrieval

Catalog, events, scripts and docs indexed and searchable by the assistant.

Fine tuning

A model trained on the title’s own history, not a generic assistant.

Knowledge

Add your own rules and context, and it holds on to them.

Voice

Agents that can be spoken to, for the studios that want that.

Pulse, send a message

ask pulse
The GameFlow Pulse drafted: nodes, conditions, timing, actions

Plain language in, a GameFlow out: nodes, conditions, timing and actions, ready to review and deploy. The same studio drafts server logic and reads your data before you ask.

0 operations

Every PlayFab and database action, callable from a flow, a schedule or a sentence. Server logic in CloudScript when you need it, never as a prerequisite.

The unglamorous surfaces are the ones a live game actually runs on, so they are first-class rather than an integration you go and find somewhere else.

Missions and quests

Dynamic generation, progress, rewards, A/B tested.

Economy

Items, bundles, currencies and prices, changed live.

Promo codes

Issued, limited, tracked and redeemed.

Leaderboards

Seasons, resets, bands and prizes.

Experiments

Run a variant against the real population.

Payments

What was bought, by whom, and whether it landed.

Push and announcements

Written once, previewed on the phone, scheduled.

Player tags and segments

Rules recomputed live, or hand-picked groups.

Webhooks and functions

Events out, server logic in, on your terms.

Content

Title data and files, versioned.

Scheduled tasks

What runs, when, and what it did last time.

Advanced analytics

Funnels, lifecycle, revenue and custom metrics.

MBC GroupDream

Pulse operated MBC Dream first: scenarios, cohorts, campaigns and draws for hundreds of thousands of players, every day, with real money moving through it.

Building a scenario inside MBC Dream
Cohorts inside MBC Dream

Free to start. Bring the game you have.