Team retention platform

See burnout coming.
Weeks before it lands.


Your team plays for two or three minutes a day. You get four honest indicators of how they are holding up — without a survey, and without watching a single person.

15 minutes · run on your own team scenario · live in a couple of days

The Level Game quokka mascot

Today · Sales team, 8 people

Team energy 74
Burnout risk 41 ↑ +6
Safety & voice 32 ↓ −9

Aggregates only. No individual answer is ever shown here.

01 What you are up against

The quarterly survey is a photograph of a month that already ended.

A quarterly survey shows you the past.
A daily signal shows you the room you are standing in.

Everyone hates the quarterly pulse. People answer the way they are supposed to, HR receives an averaged fiction, and you find out your strongest engineer was burning out on the day they hand in their notice.

The problem is not the questions. It is the instrument. Asking someone directly how they are doing at work is one of the most reliably distorted measurements in social science — and asking once a quarter compounds it.

Level Game measures behaviour instead of opinion, every day, in a two-minute game people actually want to open.

3–10

salaries

is what it costs to replace one specialist who leaves — the hiring, the ramp-up, and the pace the team loses in between.

  • AFormal answers

    Direct self-report is systematically biased toward what the respondent believes is expected. The more the answer matters, the worse the bias gets.

  • BAveraged truth

    One number per department per quarter hides the one team where three people are already past the point of recovery.

  • CLagging by design

    By the time the report is compiled, presented and actioned, the window in which an intervention would have worked has closed.

02 One screen a day

Four moves. The first reading of team state arrives inside the first month.

Four moves.
That is the entire product.

  1. 01
    The employee plays

    Two or three minutes, not a test

    Up to three short games a week, chosen from a catalogue of thirteen. Every answer is read for behaviour and turned into a named metric — not a mood rating.

    See the catalogue
  2. 02
    The traffic light

    One minute marks the day

    A daily green / yellow / red check-in that takes a minute. It is the heartbeat under everything else, and the input behind the only alert that ever names a person.

  3. 03
    HR sees the trend

    The signal, while it is still early

    Aggregated energy per team, and the direction of travel. No individual answers — a median, a spread, and the outliers worth a conversation.

    How the numbers are built
  4. 04
    The reward

    Points that buy something real

    Games and check-in streaks accumulate points. Once a month they convert into gift certificates, an extra day off, or a 1:1 with the founder — already inside the subscription.

Inside the product

This is the actual software.
Not an illustration of it.

Ten real screens, captured from the running build. The interface ships in Russian — that is the product language, and these are unretouched — so every frame carries an English caption telling you what you are looking at.

Employeeapp.levelgame · Главная
The employee home screen: the quokka mascot, today's game, the daily traffic-light check-in and the week's progress.
Home — the whole app in one screen Today's game with a peach “Play →”, the one-minute traffic light, a streak counter, points, and the week ahead. The quokka is the first thing anyone sees, which is the point: this has to read as care, not as a compliance form.

Employee app

HR dashboard

Yes, there is a quokka on the dashboard. It is the happiest-looking animal on earth and it has no opinion about your quarterly numbers. That is exactly why it is there: two minutes a day only works if opening the app feels like nothing at all.

The trust contract

This is about growth.
Not surveillance.

People open the app to play and to look after themselves — not to file a report on themselves. That is precisely why the signal is honest. Break the contract and the measurement stops working.

What HR sees

  • Team aggregates: median, spread, outliers
  • Five HR scores and seven abilities, per team
  • Trends over time and against benchmark
  • A named alert in one narrow case only

What HR never sees

  • An individual's answers inside a game
  • One person's traffic-light history
  • Free text an employee wrote
  • A personal progress timeline

The employee's name appears in exactly one place: the alert. Everywhere else, for everyone else, it is an aggregate. Burnout Risk ≥ 70, or five consecutive red days
04 How a game becomes a decision

Four layers, no black box. Every weight is published.

Twenty-five facts.
Seven abilities. Five decisions.

Nothing here is a proprietary index you have to take on faith. Each layer is a published formula over the layer beneath it, and you can walk all the way down from a score to the single answer that moved it.


HR scoreThe question it answersBuilt fromZone at 70+
Succession ReadinessWho is ready for the next step?Leadership · Decisions · Communication · StressStrong
Burnout RiskWho is running out of road?Energy · Stress · Attention, invertedHigh risk
Turnover RiskWho might leave?Safety & Voice · Burnout · CommunicationHigh risk
Team DynamicsWhere is the friction?Safety & Voice · Communication · StressStrong
Development PriorityWhere does L&D money go?Largest gap against the role profilen/a
New

Not every company needs all thirteen games.
Configure the package around the problem you actually have.

Pick a goal — catch burnout early, build a leadership bench, fix how the team talks — and the configurator shows you, live, which abilities that package can measure, which HR scores it unlocks, and which ones stay locked until you add one more game.

Example · “Catch burnout early”

  • 6 games · 2 weeks · 14 min per player, per weekSelected
  • Energy · Stress Response · AttentionFull
  • Burnout RiskAvailable
  • Turnover RiskPreliminary
  • Succession ReadinessLocked

Locked is not a paywall — it means the maths cannot honestly produce that number from the games you picked.

Why this works

Not another toy.
Four settled findings.

Level Game did not invent a theory of burnout. It operationalises four that the field already agrees on.

The full reading list
  • Maslach Burnout Inventory

    Maslach & Jackson, 1981 · Maslach & Leiter, 2016

    Burnout is a measurable syndrome with named dimensions — not a vague feeling you either have or do not.

  • Social desirability bias

    Edwards, 1957 · review: Bursztyn, Haaland, Röver

    Direct questionnaires are systematically distorted toward the answer the respondent thinks is wanted.

  • Experience sampling method

    Csikszentmihalyi & Larson, 1987

    Frequent small measurements beat rare large ones — recall error is the dominant term in a quarterly survey.

  • Self-determination theory

    Deci & Ryan, 1985, 2000 · Gagné & Deci, 2005

    Autonomy, competence and relatedness are what make a daily habit stick without coercion.

The arithmetic

One subscription.
The whole team.

Built for companies of 50 to 500 people. Web app and a Telegram bot, rewards included, no per-reward invoicing.


Cost of losing one specialist

Hiring, onboarding, lost team pace

3–10salaries
Same money, spent here

At the published Team tier, for a 60-person company

3–5years
Player time

Up to three games a week, plus a one-minute daily traffic light

2–3min / day

One retained employee pays for a year of the subscription several times over. That is the whole business case, and it is the one we will run against your own numbers on the call.

Book a demo

See the dip
before it becomes a resignation.

Leave a work email. In fifteen minutes we will run the product on your team's scenario — not a slide deck — and show you what your first month would look like.

Book a demo Configure a package first

We take a limited number of companies in each onboarding wave.