---
title: "Liqad — a mining app with gamification built in"
client: "Liqad"
publishedAt: "2026-01-27"
updatedAt: "2026-09-11"
canonical: "https://en.prostor-agency.com/cases/liqad"
tags:
  - "interfaces"
  - "product"
summary: "App design for a mining product: gamification built into the design system — rewards, ranks, inventory and chats living where usually only charts do."
metrics:
  - label: "app screens"
    value: "54+"
  - label: "we introduced"
    value: "rewards · ranks · inventory"
  - label: "Dprofile badge"
    value: "Recommended"
---

## The task

Liqad is a mobile app in the crypto and mining space. It is aimed at launching your own mining farms, and it already had plenty of features: tracking the state of the farms, analysing metrics and purchase forecasts, buying and withdrawing cryptocurrency.

The brief was development of the app design: working out the user path, creating a design system and implementing gamification in the application interface.

The key word there is "implementing". Our position was this: gamification assembled as a separate layer — a bonus banner, an achievement popup, a promotions screen somewhere in the menu — sits beside the product rather than inside it. We needed the opposite: for a reward, a rank and an inventory to be as ordinary an element as the hashrate chart.

## The solution

When designing the app, it was decided to incorporate gamification elements into the design for better user retention and a more transparent experience with the mining farm.

The second effect mattered to us just as much. A farm is a physical thing: it heats up, it wears out, it draws electricity. In game logic it acquires charge, wear and condition — so the interface shows not only how much it has mined but what state it is in.

Visually the project sits on a dark base with an acid-green glow and an orange action control. The hardware is shown as three-dimensional objects — a rig and a box that look like things rather than like rows in a list.

## What we did

**User path.** Scenarios worked through from launching a farm to withdrawing funds.

**Design system.** Components in which the game mechanics are a standard element type rather than an exception.

**Bonus and boost systems.** Both implemented: the rack boost is shown with its consequences — a rise in energy consumption, a rise in hashrate and a rise in wear, all on one card.

**Charge and wear scale.** A dedicated indicator for the farm's state: the charge and the health of the hardware.

**Inventory and store.** The mining farm got an inventory and a store for purchasing boosters, rigs and boxes.

**Rewards and ranks.** A system of rewards and ranks built into the common interface.

**Profile customisation.** A personal profile that can be configured, from avatar to styling.

**Social layer.** Friends, communities and messaging: invite a friend, a shared pool, and chats inside the app.

**Wallet and token.** Token implementation with the ability to buy and exchange: balance, rates, transaction history.

**Statistics.** Donut charts by coin and a claim screen, instead of an unbroken run of graphs.

## The result

An app of 54+ screens where the game mechanics are not stuck on top but written into the design system — which means the product can grow without the game being rebuilt each time.

Charge, wear and the consequences of a boost are shown in the interface as plainly as the income.

The full breakdown is published on Behance and on Dprofile, where it carries the Recommended badge. Links below.
