Balance for flow,
not just win rates.
Stop guessing why players churn. nx10 turns raw gameplay kinematics into real-time emotional insights, allowing your game to adapt dynamically to player frustration and cognitive fatigue.
The Blind Spot
The myth of the Win/Loss ratio.
Game design is entirely about emotion. The perfect game balances on a razor's edge between Boredom (too easy) and Frustration (too hard). This is known as the "Flow State".
The Flaw in Telemetry
Currently, designers balance difficulty using telemetry like Time-to-Kill (TTK) or Win/Loss ratios. If a level has a 5% win rate, standard analytics says it must be too hard. But is it?
Games like Elden Ring or Flappy Bird have abysmal win rates, but players love them because the deaths feel fair. Conversely, a Match-3 level might have a 5% win rate and cause players to smash their phones. Win/Loss data cannot differentiate between "Good Challenge" and "Unfair Frustration".
The Nx10 Solution
nx10 analyses the kinematics of the player's inputs. We don't just log that they died; we look at how they are playing. Are their screen taps becoming shorter, harder, and more erratic? Is their device tremor spiking?
The Large Feelings Model (LFM) translates these physical signals into real-time emotional states, allowing your game to know exactly when a player is in the zone, and when they are about to rage-quit.
The Studio Ecosystem
Transforming every discipline.
Game Designers
Goal: Maintain the optimal Flow State.
Use the Game Behaviour Index (GBI) to balance difficulty perfectly. Ensure boss fights evoke exciting tension, not controller-throwing frustration. Validate that early-game tutorials aren't inducing severe boredom.
Product Managers
Goal: Increase D30 Retention and LTV.
Stop guessing why cohorts churn. Utilize the LFM's 15-minute predictive churn forecasts to trigger targeted retention mechanics before the player decides to close the app for good.
Monetisation & LiveOps
Goal: Maximize ARPU without cannibalising the player base.
Deploy sentiment-aware paywalls. Never serve an interstitial ad to a highly agitated player. Serve IAP bundles exclusively when the player's Brain Juice (Cognitive Load) shows they are attentive and receptive.
Data Scientists
Goal: Build better predictive models.
Access a completely new dimension of kinematic data. Export real-time LFM embeddings to your data warehouse via Webhooks to factor actual human affect into your proprietary matchmaking or pricing algorithms.
The Playbooks
From science to systems.
How the world's most forward-thinking studios are implementing the Unity SDK to build hyper-retentive gameplay loops.
Emotionally Dynamic Difficulty (EDDA)
Casual games live and die by the "Just one more try" loop. If a player hits a "churn wall" (a level that is too difficult), they simply uninstall.
The Implementation:
By subscribing to the Game Behaviour Index (GBI) via the SDK, the game engine monitors the player's frustration level. If the GBI registers SevereFrustration during their 3rd failed attempt, the game dynamically spawns a "lucky" cascade or a free bomb on their 4th attempt, converting their mounting frustration into immense relief and joy.
private void HandleGBIUpdate(GBIState state) {
if (state.Category == GBI.SevereFrustration) {
// Player is hitting a difficulty wall.
// Inject a positive outcome to save session.
BoardEngine.IncreaseLuckyDropRate(0.4f);
Debug.Log("EDDA: Triggering relief state.");
}
}
app.post('/webhooks', (req, res) => {
if (req.body.eventType === 'bci_depletion') {
const playerId = req.body.deviceId;
// Brain juice is empty. Prevent tilt.
matchmaker.setPreference(
playerId,
LobbyType.CASUAL_OR_LOWER_MMR
);
}
});
Cognitive-Aware Matchmaking
Mid-core games demand peak cognitive performance and high adrenaline. However, sustained high arousal leads directly to severe cognitive fatigue, followed by "tilt" queuing, which degrades the community experience.
The Implementation:
If a player has just finished a grueling 40-minute match and their Brain Charge Index (BCI) is completely depleted, do not match them immediately into another high-sweat, top-tier lobby. Use Server-to-Server Webhooks to temporarily place them in a slightly lower-MMR lobby or casual game mode to allow cognitive recovery.
Protecting the "Zen" State
Players boot up cozy games specifically to decompress. The intended emotional target is low-arousal, positive-valence. If real-world stress leaks into the game, or if a game mechanic becomes tedious, the core promise of the game is broken.
The Implementation:
If a player logs in and their initial kinematics (gyroscope jitter, aggressive tapping) indicate they are already highly stressed from their real life, the game can instantly alter its environment. Automatically transition the in-game weather to calming rain, slow down NPC dialogue, and pause timed crop-withering mechanics.
private void OnPlayerLogin() {
var baseline = Nx10Manager.Instance.GetBaseline();
if (baseline.Arousal > 0.8f && baseline.Valence < -0.5f) {
// Player is highly stressed from real life.
// Deploy calming environment modifiers.
WeatherSystem.SetWeather(Weather.GentleRain);
MusicSystem.PlayTrack(Track.AmbientLoFi);
FarmingSystem.PauseCropDecay(true);
}
}
The Integration
Zero-friction developer experience.
1. Unity Package
The SDK is distributed as a standard Unity Package. Calling Nx10Manager.Instance.StartSession() automatically bootstraps the necessary hidden GameObjects to capture touch and sensor data seamlessly across scene loads.
2. Zero UI Wrapping
You do not need to manually wrap your UI buttons or rewrite your input handlers. The SDK hooks into Unity's native input systems to capture high-fidelity kinematics (TAG data) entirely in the background.
3. Engine Friendly
We compress kinematic events into highly optimized binary tuples, synced using background threads. It ensures virtually zero impact on your game's framerate, battery usage, or network data.
Ready to integrate?
Get your API keys and start building with the Large Feelings Model today.
Not ready to integrate?
Join our newsletter to get updates on the Large Feelings Model, new Unity SDK releases, and early access opportunities.
