12 game mechanics. Built on evidence. Configurable per arcade.

Cabinets are the building blocks of a CHIP arcade. Each one is a different way for players to give, steer, win, and stay. Creators toggle them on and configure them. Players experience them as a coherent game layer.

"Fun is a feature. Joy retains. But never at the cost of honesty." — Constitution, Article 6

MVP Cabinets — Live at Launch

These five cabinets ship with CHIP v1. They form the core loop: chip in → steer → win → recruit → trust → chip in again.

Available Now

1. The Streak

The highest-retention mechanic in micro-giving.

A daily, weekly, or monthly recurring micro-gift habit. The player sets their cadence and amount. CHIP tracks the streak. Freeze tokens (earned through milestones) let life happen without breaking the chain.

How it works:

  1. Player sets a recurring chip-in: $3/week toward "Sunlight FOIA Batch."
  2. Every week they chip in, their streak counter ticks up.
  3. Milestones at 7, 30, 100, and 365 days unlock badges and freeze tokens.
  4. If they miss, the streak resets — unless they use a freeze token.
  5. No nag emails. No "you broke your streak!" guilt. The counter is for the player, not against them.

Evidence: Habit-formation research (Fogg, Clear) + peer-reviewed studies on gamification and retention. The Streak is the single highest-impact mechanic for converting one-time players into recurring ones.

Creator config: Cadence options (daily/weekly/monthly), minimum amount, freeze token earn rate, milestone badges.

Available Now

2. Boss Battles

A real objective, a real budget, a real deadline, and a live HP bar.

A time-boxed, co-op fundraising raid on a specific, named objective. Players chip in to deplete the boss HP bar. When HP hits zero, the objective is funded and executed. If the deadline passes and HP isn't zero — that's public too. The after-action report is honest either way.

How it works:

  1. Creator defines a Boss: name, objective, budget, deadline.
  2. Boss appears on the arcade home with a live HP bar.
  3. Players chip in. Each chip-in is a "strike" that depletes HP.
  4. Squad damage aggregates. Leaderboard shows top squads.
  5. At deadline: boss defeated (funded) or boss survived (underfunded) — outcome published honestly.

Evidence: Goal-gradient effect (consumers accelerate toward a goal as they get closer), social proof (visible progress attracts more participation), and the identifiable victim effect (a named, specific objective outperforms a general fund).

Creator config: Boss name, description, budget, deadline, HP bar display, after-action report template.

Available Now

3. Glass Ledger

Every chip, followable. Always on. Cannot be turned off.

The public, real-time, append-only money trail for every arcade. Every dollar in, every dollar out, line by line. Players click any dollar to follow it.

How it works:

  1. Creator categorizes every expenditure in Ledger Admin.
  2. Line appears automatically: date, amount, category, description, boss earmark.
  3. Players see their personal Impact Receipt linked to ledger lines.
  4. Public can browse the full ledger. Every line is permanent.

Evidence: The trust-transparency feedback loop: donors who can trace their money give more and retain longer. This is the structural moat — competitors can copy the game mechanics; they can't copy the institutional commitment to publish everything.

Creator config: None. The Glass Ledger is always on, default-public, and append-only. Creators categorize expenditures; the platform publishes them.

Available Now

4. Badge Vault

Earned, never bought. The permanent record of what you've done.

A personal collection of achievement badges earned through action on the platform. Founding Player. 30-Day Streak. Boss Slayer. Squad Captain. Badges have no cash value. They are not buyable. They mark real accomplishments.

How it works:

  1. Player completes an action (first chip-in, streak milestone, boss defeated, squad formed).
  2. Badge is awarded automatically.
  3. Badge appears in the player's Badge Vault — shareable, permanent.
  4. Badge rarity is based on achievement difficulty, not price.

Evidence: Self-determination theory (autonomy + competence + relatedness). Badges satisfy the competence need without introducing extrinsic rewards that crowd out intrinsic motivation (no cash value = no "I'm only doing this for the reward" effect).

Creator config: Custom badge art (Pro+ tier), badge unlock conditions, milestone thresholds.

Available Now

5. Chip-In Payments

1-tap recurring micro-gifts. Caps you set. Earmarks you choose.

The payment layer. Players chip in micro-amounts with one tap. Recurring by default (player chooses frequency). Every chip-in is earmarked toward a specific boss or objective. Monthly caps are set by the player and hard-enforced by the platform.

How it works:

  1. Player selects amount, frequency, earmark, and monthly cap.
  2. One tap confirms. Payment is processed via [processor name].
  3. Funds settle to the cause's account. CHIP never takes custody.
  4. Required disclosures: tax status, fee breakdown, who receives funds.

Evidence: Recurring giving has ~80% retention vs. ~32% for one-time (peer-reviewed). Micro-amounts lower the barrier. Earmarking increases satisfaction and repeat giving. Caps increase willingness to set up recurring in the first place.

Creator config: Minimum chip-in amount, default frequency options, earmark targets (bosses and objectives).

Post-MVP Cabinets — v2+ Roadmap

These cabinets are designed and documented but not live at launch. They ship as the platform scales.

Coming in v2

6. Swear Jar

Auto-chip-in when something happens in the world.

An event-triggered micro-gift. Player connects a data feed (e.g., FEC filings, lobbying records, contract awards) and sets a rule: "chip in $1 every time [official] does [thing]." The Swear Jar fires automatically.

Evidence: Behavioral economics — automatic enrollment increases participation. Event-contingent giving ties the gift to a real-world trigger, making it feel responsive rather than abstract.

Coming in v2

7. Penny Parliament

Your donation doubles as a vote.

Donations that also steer the cause. Players chip in and allocate their chip toward a specific strategy direction. Total chips per option determine the cause's next move. Money as democratic input.

Evidence: Participatory budgeting research. Giving + voting increases engagement and sense of agency. Players who steer are more likely to give again.

Coming in v2

8. Round-Up

Spare-change recurring giving. Set it and forget it.

Passive micro-giving by rounding up everyday purchases to the nearest dollar. Connected through existing round-up provider APIs. The spare change adds up without active decisions.

Evidence: Round-up programs have high retention due to low cognitive load. The amounts feel negligible individually but compound meaningfully.

Coming in v2

9. Buy Back Vote

Personalized "reclaim your seat" framing by ZIP code.

A ZIP-code-customized pitch that shows a player their specific elected officials, their campaign finance breakdown, and a "buy back your seat" micro-gift amount — a small recurring chip-in that, aggregated across the district, funds transparency and accountability work targeting those officials.

Evidence: Personalization + local relevance increases conversion. The "buy back" framing reframes giving from charity to collective action.

Coming in v2

10. Drops

Live co-op fundraising events with creator overlays.

A creator/streamer runs a live Drop — a coordinated fundraising event. Players join in real time. Overlays show boss HP, leaderboard, and live chip-ins. The Drop ends when the boss is defeated or the timer expires.

Evidence: Live-stream fundraising has driven $100M+ for causes (e.g., Games Done Quick, charity streams). Drops bring that model to CHIP with Glass Ledger transparency.

Coming in v2

11. First-Gift

Honest peer-matching. Sponsor a newcomer's $1.

A player sponsors the first dollar for a new player. The new player gets a free $1 chip-in to try the platform — action before any dollar of their own. The sponsor's name appears on the receipt: "Your first chip-in was covered by [Player Name]." No fake "matching" — it's real, named, one-to-one peer sponsorship.

Evidence: Action-before-dollar lowers the entry barrier. Peer sponsorship is social proof + reciprocity, honestly structured.

Coming in v2

12. Micro-Bounties

Small, completable, receipt-backed objectives.

A creator posts a specific, small-scope objective with a micro-budget. Players chip in to fund it. When completed, the outcome is published with a receipt and linked ledger line. Bounties are bite-sized — fund a single FOIA, buy a district ad, cover one legal filing.

Evidence: Completable objectives create a sense of progress and closure. Micro-scope means faster feedback loops and more frequent "wins."

Every arcade is different. The cabinets are the same.

Creators toggle cabinets on and off per arcade. Each cabinet has configuration options: cadence, amounts, thresholds, badge art. The underlying mechanics are standardized — the Glass Ledger works the same way everywhere — but the surface is the cause's own.

Tier Cabinets
Starter Core 5 cabinets (Streak, Boss, Ledger, Badge Vault, Chip-in)
Pro All 12 cabinets + data feeds + custom domain
Movement All 12 + API access + multi-arcade + white-glove compliance

See pricing