The five-minute mental model
The few product ideas a human needs before asking an agent to build a Chasing Mastery experience.
You only need to understand two connected ideas: what someone is pursuing and how they practice it.
What someone is pursuing
Pursuit: the shared place
A Pursuit is a community and domain, such as Darts, Chess, Memory Training, or Geometry Dash. Members join it to find the relevant tools, people, goals, and progress—not to create a private folder.
Sprint: the goal in front of one member
A Sprint is one member's focused goal inside a Pursuit. It might be the next month of a lifelong mastery journey or the complete arc of a creator's one-off challenge. A member may practice without a Sprint, and may have multiple active Sprints when that reflects real life.
Examples:
- “Raise my Around the Clock hit rate from 40% to 50% this month.”
- “Finish a sub-20-minute route before the end of this challenge.”
- “Solve 100 puzzles at 90% accuracy.”
How they practice
Experience Suite: the coherent toolbox
An Experience Suite is the complete member-facing set of tools designed for a community. A Darts Suite might include several Practice Modes, a board UI, progression, overlays, and support for automatic dart detection. Members add the Suite; they do not assemble an internal kit or configure scoring rules.
Practice Mode: one repeatable activity
A Practice Mode knows how one type of practice works: Around the Clock, Puzzle Rush, a speedrun segment drill, or a reaction test. It owns the rules, inputs, result types, and presentation for that activity.
Attempt: one finished result
An Attempt is one atomic play of a Practice Mode. It starts, receives input, and finishes or is explicitly aborted. Once it finishes, it is done. The member never has to stop an enclosing board, session, stream, or Sprint just to save the result.
An Attempt produces typed Measurements, such as accuracy, duration, score, or success. Comparable results can update lifetime stats and a rank ladder even when the member is not currently using that mode for a Sprint.
How the work becomes a story
After an Attempt commits, Chasing Mastery can derive facts such as a personal best, rank gained, target cleared, comeback started, or match won. These are Story Events. They can update a stream overlay, trigger narration, mark the right moment in an OBS recording, or become evidence for Content Studio.
The practice result always comes first. A broken overlay, recorder, voice, or editorial job can never erase or block the Attempt.
Where packages and connectors fit
- A package contains the Practice Modes, rules, player, Measurements, progression, Story Events, and overlays. It understands what the activity means.
- A Station connector observes an external source such as a device, game, browser, timer, or file. It reports what happened but never decides the score or owns the Attempt.
Manual input and automatic input should reach the same package rules and create the same result. Many experiences need only a package. Add a connector only when a new external source is genuinely necessary.
That is enough architecture for a human author. Next, explore what the platform can create or describe an idea to your agent.
Start with the experience, not the API
The short human path from understanding Chasing Mastery to describing something useful for an agent to build.
What you can build
Practical examples of the practice, automatic evidence, progression, live presentation, and creator experiences the platform can compose.