
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.

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.

Last seen
just now
You are the player. Do something
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 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 surfacesUnity Gaming Services
14 surfacesYour 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.


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.

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









