Streaks: daily reps, multipliers and hatching
The first-five ramp, the daily contacts and Chirps targets, how bonus days cover a missed day, and what hatching unlocks.
Written By Philip Poppe
Last updated 11 days ago
A streak is SurroundR's way of rewarding turning up. It has two phases, a daily target, and a multiplier that makes consistency worth real points rather than a badge.
Phase one: your first five days
Your first streak week ramps up rather than starting at full speed. The daily targets are contacts captured and enriched:
In this first week a day counts on the contacts target alone. If you join mid-week, the days before you started are greyed out and never count against you.

Phase two: work ethic
From week two the target is flat, and it has two parts. A day completes only when you hit both:
10 contacts captured and enriched
5 Chirps sent
Ten contacts and no Chirps is not a completed day. That is on purpose: the pairing is what stops the streak becoming a data-entry exercise.
Both figures are configurable for your account, so check your own card for the numbers that apply to you.
How days are judged
Done, every target for the day met.
Missed, a past weekday you did not complete.
Pending, today or later.
Frozen, a weekend you did not work. Weekends count when you do work them, and never count against you when you do not. Nobody loses a streak for having a Saturday.
Inactive, days before you started.
Bonus days: your safety net
Completed days bank bonus days, up to a cap. When you miss a weekday, a banked bonus day is spent to cover it and your streak survives. Miss weekdays with nothing banked and the streak breaks.
Which is the useful thing to know: a good week buys you cover for a bad day. Front-loading effort is not just virtue, it is insurance.
The multiplier
Every completed streak week raises a multiplier applied to your operator-score points:
Start at 1x.
+0.5x for each completed Monday-to-Friday streak week.
Capped at 3x.
So a fifth consecutive week is not a nicer badge, it is three times the points for the same booked meeting. Your card shows the current multiplier, the next one, and how many weekdays are left to reach it.

Hatching, and what it unlocks
You begin as an egg. Complete your first five days and you become a hatchling, which unlocks the full Arena: the leaderboards and challenges. Until then the Arena shows a gate card with your progress towards it.
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It is a deliberate hurdle. A leaderboard you land on before you have done anything is just a list of zeros, and the first week is what teaches the habit the rest of it rewards.
What completing days actually earns you
Enrichment credits when you complete all five workdays of a week.
Trial days, if you are on a trial. Each completed target day in your first week adds a day, which is how a three-day trial becomes up to a week by using the product.
The multiplier, which compounds for as long as you keep the streak.
Achievements, and credits for winning a challenge.
Chirpy and the nudges
Chirpy, the chick, is the one who tells you where you stand: a target hit, a tier gained, a shield earned or spent. Chirpy also nudges when you have not tried something yet, for example sending your first Chirp or using the task queue.
If it is too much, the X on any balloon offers three ways out: close this one, snooze until tomorrow, or stop the pop-ups. The choice follows you across devices, and stopping is permanent, so use that one only if you mean it.
Good to know
Days roll over on your account's timezone, not the browser's.
Your own progress figures are private. Teammates see your score, never your raw counters.
Completing tasks does not feed the streak. The streak is contacts and Chirps; tasks earn operator points instead.
The tier ladder and the streak are separate tracks. Tiers come from booked meetings, the multiplier from consistency. See The Arena: your score, your tier and the leaderboards.