Rewards
Achievements
Small rewards for reaching a scene or making a choice.
An achievement is a small reward for doing something in your story: reaching a particular scene, finding a particular ending, or making a particular choice on the way there. Readers see them on the story page and are told when they earn one. They are optional, but a couple of good ones give readers a reason to explore.
What readers see#
- On your story's page, an achievements section shows each one, earned or not. An achievement you mark hidden shows only as a locked mystery until it is earned.
- When a reader earns one, it is revealed when they reach an ending.
- Earned achievements also appear on the reader's account.
Wyoot also has its own site-wide achievements. Yours are separate and belong to your story.
Add one#
Open the Achievements card in the right panel and choose Add an achievement. Each achievement is a card of its own.

- Name. The title, such as "Fury of the sword".
- Description (shown to the reader). What they did or how to find it, such as "Slay the troll with a sword".
- Icon. Choose from a set of icons.
- Unlocks when the reader reaches. The scene or ending where the achievement is awarded. This is the moment of the reward.
- Hidden until earned. When it is on, readers see no name or description until they earn it. Use it for surprises.
A card needs a name, a description and an icon before your story can be submitted. The editor flags one that does not.
Add requirements#
By itself, an achievement is awarded the first time a reader passes through the scene you chose. To make it harder to get, add a requirement. Choose Add a requirement. A block appears headed Requirements: award it only when. It has two parts, and you can use either or both.
- The story remembers. Checks on your remembered values, the same as on a choice. The checks are made at the moment the reader reaches the scene. This part shows once your story has a value.
- They earlier chose. One or more specific choices the reader must have made before arriving. Use + a choice they must have made, then pick the scene and the choice.
Every requirement has to be true for the award. Choose Remove in the block to take all requirements off.
Examples#
- A reward for a first ending. Award at that ending with no requirements.
- "Kept the promise". Award at the good ending, and require that the reader chose "Promise to return" in the second scene.
- "The generous ferryman". Award at the ending, and require that
trustis at least 3. See A trust meter.
Good achievements#
- A few are better than many. One to three per story is plenty.
- Reward discovery, not repetition. "Found the hidden room" is better than "Read 10 scenes".
- Make the description a hint. A hidden achievement can still say something useful, like "Not everyone knocks."
- Do not depend on one achievement to reveal another's secret.
Next#
That is the last of the tools. The examples that follow put them to work together, starting with The locked door.