Variable Rewards Generator
Generate a variable reward system — randomized rewards (daily spins, mystery boxes, bonus points) that leverage variable-ratio reinforcement to increase engagement. Implements ethical engagement patterns with daily/weekly caps, transparent probability disclosure, and no pay-to-play mechanics.
When This Skill Activates
Use this skill when the user:
- Asks to "add daily rewards" or "daily spin" mechanic
- Wants a "reward system" or "random rewards"
- Mentions "mystery box" or "loot box" (non-paid)
- Asks about "bonus system" or "daily bonus"
- Wants "gamification rewards" or "engagement rewards"
- Mentions "reward wheel" or "spin to win"
- Asks about "variable rewards" or "intermittent reinforcement"
Pre-Generation Checks
1. Project Context Detection
- [ ] Check Swift version (requires Swift 5.9+)
- [ ] Check deployment target (iOS 17+ / macOS 14+ for @Observable and SwiftData)
- [ ] Check for SwiftData availability and existing model container setup
- [ ] Identify source file locations
2. Conflict Detection
Search for existing reward or points systems:
Glob: **/*Reward*.swift, **/*Points*.swift, **/*DailySpin*.swift, **/*MysteryBox*.swift
Grep: "reward" or "dailySpin" or "mysteryBox" or "rewardPool" or "lootBox"
If existing reward system found:
- Ask if user wants to replace or extend it
- If extending, generate only the missing components
3. Platform Detection
Determine if generating for iOS or macOS or both (cross-platform). The templates use SwiftUI and are cross-platform by default.
Configuration Questions
Ask user via AskUserQuestion:
-
Reward types? (multi-select)
- Points (numeric currency the user accumulates)
- Items (unlockable content: themes, stickers, avatars)
- Features (time-limited feature unlocks)
- Badges (collectible achievement badges)
- Mixed (all of the above) -- recommended
-
Reward mechanism?
- Daily spin (wheel animation, one spin per day)
- Mystery box (card-flip or chest-open, one per day)
- Random bonus (surprise toast notification on qualifying action)
- Multiple (daily spin + random bonus) -- recommended
-
Include daily/weekly caps and cooldowns?
- Yes — enforce max rewards per day and per week with cooldown timers (recommended, ethical design)
- No — unlimited claims (not recommended)
-
Visual presentation?
- Wheel spin (rotating wheel with segments)
- Card flip (card turns over to reveal reward)
- Chest open (chest lid opens with glow effect)
- All of the above -- recommended
Generation Process
Step 1: Read Templates
Read templates.md for production Swift code.
Step 2: Create Core Files
Generate these files:
Reward.swift— Model for reward type, value, rarity, display metadataRewardPool.swift— Weighted probability distribution with seeded random for testabilityRewardManager.swift— @Observable class managing claims, daily resets, caps, history via SwiftData
Step 3: Create UI Files
DailySpinView.swift— Animated spin wheel with disabled state when already claimedMysteryBoxView.swift— Card-flip / chest-open animation with matchedGeometryEffectRewardHistoryView.swift— List of past rewards grouped by dayRewardNotificationView.swift— Toast/banner overlay for reward availability
Step 4: Determine File Location
Check project structure:
- If
Sources/exists ->Sources/VariableRewards/ - If
App/exists ->App/VariableRewards/ - Otherwise ->
VariableRewards/
Output Format
After generation, provide:
Files Created
VariableRewards/
├── Reward.swift # Reward model with type, rarity, value
├── RewardPool.swift # Weighted random selection engine
├── RewardManager.swift # Core manager: claims, caps, history
├── DailySpinView.swift # Animated spin wheel
├── MysteryBoxView.swift # Card-flip / chest-open reveal
├── RewardHistoryView.swift # Past rewards grouped by day
└── RewardNotificationView.swift # Toast overlay for available rewards
Integration Steps
Set up the model container (SwiftData):
@main
struct MyApp: App {
var body: some Scene {
WindowGroup {
ContentView()
}
.modelContainer(for: [RewardClaim.self])
}
}
Add the daily spin to your home screen:
struct HomeView: View {
@Environment(\.modelContext) private var modelContext
@State private var rewardManager: RewardManager?
var body: some View {
VStack {
if let manager = rewardManager {
DailySpinView(manager: manager)
}
}
.onAppear {
rewardManager = RewardManager(modelContext: modelContext)
}
}
}
Trigger a mystery box reveal:
struct MilestoneView: View {
@Environment(\.modelContext) private var modelContext
@State private var rewardManager: RewardManager?
@State private var showMysteryBox = false
var body: some View {
VStack {
Button("Open Mystery Box") {
showMysteryBox = true
}
.disabled(rewardManager?.canClaimToday == false)
}
.sheet(isPresented: $showMysteryBox) {
if let manager = rewardManager {
MysteryBoxView(manager: manager)
}
}
.onAppear {
rewardManager = RewardManager(modelContext: modelContext)
}
}
}
Show a reward notification toast:
struct ContentView: View {
@Environment(\.modelContext) private var modelContext
@State private var rewardManager: RewardManager?
var body: some View {
ZStack {
MainTabView()
if let manager = rewardManager {
RewardNotificationView(manager: manager)
}
}
.onAppear {
rewardManager = RewardManager(modelContext: modelContext)
}
}
}
View reward history:
struct ProfileView: View {
@Environment(\.modelContext) private var modelContext
@State private var rewardManager: RewardManager?
var body: some View {
NavigationStack {
if let manager = rewardManager {
RewardHistoryView(manager: manager)
}
}
.onAppear {
rewardManager = RewardManager(modelContext: modelContext)
}
}
}
Testing
import Testing
import SwiftData
@Test
func dailySpinGrantsReward() async throws {
let container = try ModelContainer(
for: RewardClaim.self,
configurations: ModelConfiguration(isStoredInMemoryOnly: true)
)
let context = ModelContext(container)
let pool = RewardPool(seed: 42) // Deterministic for testing
let manager = RewardManager(modelContext: context, rewardPool: pool)
let reward = try await manager.claimDailySpin()
#expect(reward != nil)
#expect(manager.canClaimToday == false) // Already claimed
}
@Test
func dailyCapEnforced() async throws {
let container = try ModelContainer(
for: RewardClaim.self,
configurations: ModelConfiguration(isStoredInMemoryOnly: true)
)
let context = ModelContext(container)
let pool = RewardPool(seed: 42)
let manager = RewardManager(modelContext: context, rewardPool: pool, dailyCap: 1)
_ = try await manager.claimDailySpin()
let second = try await manager.claimDailySpin()
#expect(second == nil) // Cap reached
}
@Test
func deterministicSeedProducesSameReward() {
let pool1 = RewardPool(seed: 123)
let pool2 = RewardPool(seed: 123)
let reward1 = pool1.drawReward()
let reward2 = pool2.drawReward()
#expect(reward1.type == reward2.type)
#expect(reward1.rarity == reward2.rarity)
}
@Test
func weeklyCapResetsAfterWeek() async throws {
let container = try ModelContainer(
for: RewardClaim.self,
configurations: ModelConfiguration(isStoredInMemoryOnly: true)
)
let context = ModelContext(container)
let pool = RewardPool(seed: 42)
let manager = RewardManager(modelContext: context, rewardPool: pool, weeklyCap: 3)
// Simulate 3 claims on different days within the same week
let calendar = Calendar.current
for daysAgo in (0...2).reversed() {
let date = calendar.date(byAdding: .day, value: -daysAgo, to: .now)!
_ = try await manager.claimDailySpin(date: date)
}
#expect(manager.weeklyClaimCount == 3)
#expect(manager.canClaimThisWeek == false)
}
Common Patterns
Daily Spin
// Check if user can spin today
if rewardManager.canClaimToday {
let reward = try await rewardManager.claimDailySpin()
// Show reward animation
}
// Time until next spin
let timeRemaining = rewardManager.timeUntilNextClaim
// Returns TimeInterval — use for countdown display
Claim a Reward
// Claim via mystery box mechanism
let reward = try await rewardManager.claimMysteryBox()
// Claim via random bonus (triggered by app action)
let bonus = try await rewardManager.claimRandomBonus()
// All claim methods enforce daily/weekly caps automatically
View History
// Get all past rewards
let history = rewardManager.claimHistory // [RewardClaim]
// Grouped by day for display
let grouped = rewardManager.claimHistoryByDay // [Date: [RewardClaim]]
// Filter by rarity
let rareRewards = rewardManager.claims(withRarity: .rare)
Query Reward State
let canClaim = rewardManager.canClaimToday // Daily cap not reached
let canClaimWeek = rewardManager.canClaimThisWeek // Weekly cap not reached
let countdown = rewardManager.timeUntilNextClaim // Seconds until midnight reset
let todayCount = rewardManager.dailyClaimCount // Claims made today
let weekCount = rewardManager.weeklyClaimCount // Claims made this week
Gotchas & Edge Cases
Ethical Design: Caps, Transparency, No Pay-to-Play
Variable-ratio reinforcement is a powerful engagement mechanic. The templates enforce ethical boundaries:
- Daily and weekly caps prevent compulsive over-engagement. Default: 1 daily spin + 2 random bonuses per day, 10 total per week.
- Probability transparency —
RewardPoolexposes its rarity weights so you can display them in a "Reward Rates" info sheet (required by some App Store regions). - No pay-to-play — the templates do not gate rewards behind purchases. If you add premium reward tiers, keep a generous free tier and clearly label paid content.
- Cooldown timers show users exactly when the next reward is available rather than encouraging constant app-checking.
Server Time vs Device Time for Daily Resets
Users can change their device clock to claim extra rewards. Mitigations:
- For local-only apps, use
Date()withCalendar.current.startOfDay(for:)— accept that determined users can game it. - For server-synced apps, fetch the current time from your server on each claim and validate server-side. The templates include a
timeProviderprotocol for injecting server time. - Store raw
Datetimestamps alongside normalized day values so you can detect anomalies (claims withcreatedAtbefore a previously recorded claim).
Deterministic Testing of Random Outcomes
RewardPool accepts a seed parameter that initializes the random number generator deterministically. In tests, always pass a fixed seed so assertions are stable:
let pool = RewardPool(seed: 42)
let reward = pool.drawReward() // Always produces the same reward for seed 42
In production, omit the seed to use system entropy.
Rarity Weight Tuning
The default rarity weights (common: 60%, uncommon: 25%, rare: 10%, epic: 5%) produce one epic reward roughly every 20 claims. Adjust weights in RewardPool.defaultWeights to match your engagement goals. Verify with a histogram test:
@Test
func rarityDistributionMatchesWeights() {
let pool = RewardPool(seed: 0)
var counts: [Reward.Rarity: Int] = [:]
for _ in 0..<10_000 {
let reward = pool.drawReward()
counts[reward.rarity, default: 0] += 1
}
// Epic should be roughly 5% (500 +/- tolerance)
#expect(counts[.epic]! > 300 && counts[.epic]! < 700)
}
App Reinstall / Data Loss
SwiftData stores persist across app updates but are lost on reinstall. For valuable reward inventories, sync to CloudKit or a backend. The RewardManager includes a lastSyncDate hook for this purpose.
Midnight Reset Race Condition
If a user claims a reward at 11:59:59 PM and the daily reset fires at midnight, ensure the claim is attributed to the correct day. The templates use Calendar.current.startOfDay(for: claimDate) to normalize all claims to their calendar day, avoiding off-by-one errors at the boundary.
References
- templates.md — All production Swift templates for variable rewards
- Related:
generators/milestone-celebration— Celebrate reward milestones with animations - Related:
generators/streak-tracker— Combine streaks with daily rewards for compounding engagement - Related:
generators/tipkit-generator— Coach marks to introduce the reward system to new users