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Getting Started with Fuel Powered

For Game Developers

The purpose of this web page is to explain features that can help you maximize your value from our SDK, give a quick overview of the integration steps needed to integrate, and to give you some tips and tricks to maximize user engagement. Along the way we will highlight common pitfalls to look out for.

Core and Compete Features

Our SDK allows you to transform your game's single player experience into a multiplayer battlefield where players from around the world can take each other on. We help you extend your game's lifespan by fueling head-to-head competition, connecting players with their friends, and allowing your audience to broadcast their victories. We also offer the ability for you to hold tournaments and give rewards and prizes for winning.

  • Head-to-head player challenges: The Fuel Powered Platform creates a low barrier to entry for you to offer your players a chance to compete with one another. Intelligent matchmaking helps them find opponents that match their skill level.
  • Tournaments: Schedule live events and reward your top players engaged by giving prizes to the winners.
  • Social integration: Players can connect with their existing friends through social networks, or expand their network by connecting with new friends within Fuel Powered. Players can then broadcast their triumphs via social networks for bragging rights.
  • Tip: When users challenge others to a match on social networks, it super-charges retention and engagement, and brings new fans to your game.
  • Notifications: We offer local in-game tournament alerts and remote challenge alerts and nudges. You can also use platform native push notifications to alert that another player has finished a challenge.
  • Player profiles: Players can create a profile and see how they stack up against their friends.
  • Virtual goods integration: The Fuel Powered SDK can provide another channel for virtual goods distribution through tournament awards. Leverage your game's virtual goods by putting them up for grabs in an open tournament to keep your players coming back for more.

Integration Steps

Below is an outline of the steps needed to get Fuel Powered SDK working in your game. For more detailed instructions please contact us for a developer account and see the customized integration documentation.

  • Install the Fuel Powered SDK: This will be different depending on whether you are Android or iOS, and whether you are using Unity or not.
  • Get game key, and secret: Once you install the SDK and get your key and secret, the first step is to ensure that your game can play a round when a multiplayer match has been created, and that players are able to post their score.
  • Tip: You can use the default setup, but there are many configurable options. Coordinate with your support contact at Fuel Powered to enable custom features for your players.
  • Enable features: Features such as challenge counts, push notifications, and a live event button keep your players engaged. Contact us when this work is ready and we'll help you validate your integration.
    1. Challenge counts: This will enable the player to see how many multiplayer outstanding challenges they have not played yet, even when they are outside of the SDK.
    2. Push notifications: You will need to retrieve a Google Cloud Messaging (GCM) API key (Android) or get a APNs SSL push certificate (Apple) to enable push notifications.
    3. Live event button: Highlight the multiplayer button visually so that they can see a tournament is running. This will take coordination with Fuel Powered to test.
    4. Tip: You can use the default setup, but there are many configurable options. Coordinate with your support contact at Fuel Powered to enable custom features for your players.
  • Optional Steps

  • Enable custom leaderboards: By default, a weekly leaderboard will be created displaying the players’ scores. Custom options include changing it to more or less often than a week, or use a different metric instead of the raw score.
  • Enable virtual goods: This will require coordination with Fuel Powered to test.
  • Integrate social media: Note: Social media integration with Unity on the Android platform is currently in Alpha and will require extra steps.

Ignite Features

Coming Soon


We are here to make sure your SDK integration goes as smoothly as possible!
Please reach out to the Fuel Powered team should you have any questions or need help with integrating our SDK.


Contact Us


General Terms

Compete Product Fuel Powered product that allows players to compete with one another asynchronously, and compare activity through leaderboards.
Dynamics Product Fuel Powered functionality that allows dev partners to turn Fuel Powered SDK features on and off.
Portal Fuel Powered website that serves as (1) our company and product website and (2) as the SDK integration, maintenance and customization destination.

Development Terms

SDK VS Button/Tournament variant The SDK button which is present in a client game which enables the user to enter the SDK (different art state possible w/tournament)
Header Widget The UI element which serves as the "header" under which a list of other widgets expands (i.e. "Suggested Players")
Header Counter Number and icon on some Header widgets which represents how many widgets it contains
Player Widget Any UI element which is nested under a Header Widget, which contains player information
Expanded Widget A UI element with additional information which is nested within a widget itself, as in the Player Widget (tap on a Player Widget to see this)
Player Comparison Popup A specific popup displaying comparative information between the player and selected opponent (tap on the Expanded Widget space on Player Widget to access this)
Tournament Widget Refers to the entire UI element (header and nested widget) which appears in the Lobby during a tournament (also appears in History screen if there has been at least one past tournament)
Play Button Icon/Button used to show the option to initiate a single challenge against a specific opponent
QuickMatch Button Icon/Button used to initiate matchmaking (displayed in Lobby and on Post-Match Screen)
Chevron Icon/Button used to delineate that a widget (or Header) can be expanded to expose an Expanded Widget, or if a Header, a list of Widgets
Exit Button "X" icon used on Popups to indicate the player can take an action to close it
First-Time User Screen A splash screen presented to the player when they enter the SDK for the first time, and only then. Displays some artwork, a tooltip, and requires the user to press the QuickMatch button in order to progress
Pre-Game Screen A screen which precedes gameplay within the SDK, establishing who the player is and who their opponent is, as well as a tooltip
Pre-Game Tooltip Widget A UI element which extends from the edge of the screen to display tooltip information to the player
Post-Match Screen A screen which follows both a finished round and a finished match, displaying players and scores
Side Menu Accessed on non-Large sizes via the "hamburger" icon, displaying all the navigable screens - this menu is always open on Large sizes
Home Button Special case button present in some games which appears in the Lobby and allows the player to manually exit out of the SDK back to the main game's menu
Back Button Backwards facing arrow icon present on all screens besides Lobby, allowing the player to manually return to the Lobby
Sign Up Popup Popup accessed via Profile screen used to sign a player in for the first time (only seen on iOS, as Android uses the device Google account to auto-create an account)
Change User Popup Popup accessed via Profile screen used to change the player who is logged in
Communication Drawer A UI element which expands from the edge of the screen, containing custom information displayed inside the SDK; can be manually closed by the player or will disappear when the SDK is refreshed until another event triggers it
Favorite (Manual) A player which an individual has explicitly actioned on in order to store in their Favorites list with a full Favorite star icon
Favorite (Automatic) A player which an individual has played three times, after which that player is added at the bottom of the Favorites list with a present but empty Favorite star icon
Favorite Star (Icon) Icon under a player avatar which indicates whether a user is a Manual/Automatic Favorite
Favorite Star (Button) Button present on Player Widgets, Player Comparison popup, and Leaderboards which allows players to add a Manual Favorite
Recently Played A player which an individual has played once who will populate the Recently Played list on the Favorites screen
Leaderboard UI element which lists player names and scores, whether on Leaderboards screen or Tournaments screen
Navigation Dots UI element present on Leaderboard screen which represents location within a list of leaderboards; a coloured dot representing current position, an empty dot representing a leaderboard the player is not currently viewing. Also present on the Edit Avatar screen on the Profile screen.
World/Friend Toggle Binary toggle UI element present on Leaderboards which changes displayed players to either global players or players on an individuals Favorite list
Prize Button and Popup Icon/Button present on the Tournament Widget which launches a popup containing a scrolling list of Virtual Good prizes to be won in a tournament
Virtual Good A piece of currency or game item inherent in a client game which has been explicitly hooked up with the SDK, and can be distributed to a population of tournament players under different win conditions
Terms of Service Button (TOS) A button present on the Prize popup which takes the user to a web page displaying Fuel Powered's Terms of Service
Tournament Terms of Service Button A button present on the Prize popup in certain games which links to a special tournament Terms of Service (this is custom for clients, and is special case, being toggled on and off in the Admin Dashboard)
Past Tournament Button (V4 basic only) Button which displays current tournament information, and when pressed changes the tournament leaderboard to display the previous tournament information
Tournament Clock (in Side Menu) Tournament icon and information which is present in the Side Menu
Tournament Points Number of tournament points accrued by a user, displayed after a finished match on the Post-Match Results screen
Tournament Points Badge The icon used to display tournament points (sits underneath)
Facebook Connect Button Button shown on Profile screen which allows a player to use Facebook to sign in and create an account
Facebook Invite Button Button surfaced on Favorites screen which allows players to send an invite to play the game to Facebook friends
Facebook Share Button Button on History screen which allows players to post their match result information on Facebook
Facebook Popup Any Facebook web popup which allows the player to take an action in Facebook (triggered by Connect, Invite, Share)
Non-Integrated Social Share Method of general social network sharing which is only enabled if a client has not integrated Facebook (Simply detects any social apps on device and allows user to choose which to use, conducted technically outside the SDK)
Non-Integrated Social Invite Method of general social network invite which is only enabled if a client has not integrated Facebook (Simply detects any social apps on device and allows user to choose which to use, conducted technically outside the SDK)
Edit Button (Pencil Icon) Used to indicate that the player can edit this information (Used to edit nickname and change avatar)
Win/Loss/Tie Icon Used on Player Widgets to indicate the status of a completed match
Badge Count Indicator of outstanding matches which appears as a number on the app icon on the "desktop"
Challenge Count Indicator of outstanding matches which appears as a number on the SDK VS Button
Forfeit Icon Icon present on Player Widgets (expanded) which allows the player to submit a score of 0 and cancel a challenge which has been sent to them
Error Dialog Any popup within the SDK which communicates an error state (such as a timeout or server problem)
Challenge Represents a player having initiated play against another player
Round Represents one player's score being input either after having sent or having received a challenge
Match Represents the completion of two rounds and the decision of a win/loss/tie state
Visual score A visual representation of a round's score
Score The score a user got, might or might not be a visual score
Client SDK, Android SDK, or iOS SDK Refers to the both or either of the iOS SDK or the Android SDK
Online SDK Fuel Powered's Javascript codebase, including all our arts, assets, and HTML5 code
API / Server Fuel Powered's server side code and their API, could be one of the several server side languages we use
Rails Server, Rails API Fuel Powered's rails server and its api
Challenge Server Challenge API Fuel Powered's challenge server and its api
Transactions Server, Transactions API Fuel Powered's transaction server and its api
Dynamics Server, Dynamics API Fuel Powered's dynamics server and its api
Analytics Server, Radar Analytics Fuel Powered's analytics system
Mixpanel Used to track sampled, more versatile analytics
Redshift Used to track unsampled, defined analytics
Telemetry Used to display analytics both internally and externally
Tableau Fuel Powered uses internally to display analytics quickly
Kinesis Fuel Powered's analytics end point, used to receive analytics
Jenkins, Woodhouse Fuel Powered's system for running dev ops related tasks
Resque Fuel Powered's background server system
Redis, Redis-labs, MongoDB, MongoLab Fuel Powered's database and database providers