Launchable challenge operations
Use this guide when you are setting up, testing, or debugging a challenge that starts a hosted target for players.
A launchable challenge is not a separate answer type. It is hosting behaviour added to a challenge. The challenge may still use a flag, multiple choice answer, text review, file upload, or conquest flow.
Setup checklist
Before players see the challenge, check:
- Launch runtime minutes: the organisation has enough included or prepaid launch minutes for the expected event usage.
- World instance mode: One per team or One shared is set intentionally in world Settings.
- Challenge configuration: launchable/container settings are enabled on the challenge.
- Image or container reference: the configured image is correct and available.
- Ports and URLs: the expected service port or URL is reachable after launch.
- Secrets and environment: required values are configured through the expected secure path.
- Answer flow: the player still has a clear way to submit the solve.
- Visibility rules: hidden state, prerequisites, choice groups, and timebombs do not block the challenge unintentionally.
One per team vs one shared
| Instance mode | Use it when | Watch out for |
|---|---|---|
| One per team | Teams need isolated targets, private state, or independent reset behaviour. | Higher capacity needs, more instances to monitor, and per-team failures. |
| One shared | The target is intentionally shared or collaborative. | Teams can affect each other, and target state may become part of the challenge. |
Choose the instance mode before the event starts. Changing instance mode during live play can confuse players, invalidate progress, or make support harder.
Launch runtime formula
Launch runtime is counted in minutes while launchable instances are running:
launch minutes = launchable instances x runtime minutes
For a 9-5 event, one running instance uses about 480 launch minutes.
- One shared launchable challenge uses one instance total, so a full 9-5 event uses about 480 minutes.
- One per team launchable challenge uses one instance per team. For 25 teams, a full 9-5 event uses about 12,000 minutes (
25 x 480). - Multiple launchable challenges add together. Four team-unique launchables for 25 teams over a 9-5 event use about 48,000 minutes (
4 x 25 x 480).
Included monthly launch minutes are used first. Prepaid launch-minute top-ups are used after the included allowance is exhausted.
Player launch flow
Players usually experience a launchable challenge like this:
- Open the map.
- Open the challenge panel.
- Click Launch or the launch action shown in the challenge.
- Wait for the target to start.
- Open the shown address, URL, or service details.
- Solve the task.
- Submit the answer through the challenge's normal submission area.
If players can launch the target but cannot submit an answer, check the challenge answer type and submission configuration rather than only the launchable settings.
Testing before launch
Use a normal player or test account, not only an admin account:
- Register for the event.
- Join or create a team.
- Open the map during a test event window.
- Open the launchable challenge.
- Start the target.
- Confirm the target address appears.
- Open the target.
- Complete the intended solve path.
- Submit the answer.
- Check the scoreboard and score logs.
For One per team, repeat the test with a second team if the challenge depends on isolation.
For One shared, test that two teams see the intended shared target behaviour.
Common failure modes
Launch button is missing
Check:
- The challenge is configured as launchable.
- The challenge is visible and available to the team.
- The challenge is not hidden, locked by prerequisites, blocked by a choice group, or outside a timebomb window.
Launch starts but target never becomes usable
Check:
- Image/container reference.
- Startup time.
- Required secrets or environment variables.
- Exposed port or URL.
- Whether the target works outside the player flow.
One team has a problem but others do not
Check:
- Team-specific instance state.
- Whether the team launched an old or broken instance.
- Whether the team already solved, expired, or locked the challenge through progression rules.
Every team has the same problem
Check:
- World-level instance mode.
- Available launch runtime minutes.
- Challenge configuration.
- Image or infrastructure availability.
- Required environment values.
Players can open the target but cannot solve
Check:
- The challenge description points to the right URL, port, or task.
- The intended flag or answer exists.
- The configured answer matches the expected output exactly.
- Hints and files still match the deployed target.
Live event practice
- Avoid changing launchable settings during live play unless you have a clear operational reason.
- Announce maintenance or known issues if players are affected.
- Use score logs to investigate solves, penalties, hint costs, or manual adjustments.
- Keep a test team available for checking fixes.
- If a challenge fails for everyone, consider hiding it or announcing the issue while you investigate.