CreditBooster.ai’s mission is to help every American understand, build, and own their credit. We’re an AI-native credit platform, live on the App Store and Google Play, with real paying customers and a small remote team across the US and Europe. Our users work on improving their credit, learn how credit actually works, and find credit products matched to their profile. We grew 2,211% in six months.
The problem you’d own
Credit improvement has the slowest feedback loop in consumer fintech.
Improving a credit score is a long journey, and it moves in long cycles. Reports refresh once a month. Real change takes many months more. Between those moments a user’s score does not move and nothing visible happens. Every product in this category inherits that silence. Most of them fill it with noise, or with numbers they cannot stand behind. We would rather fill it with something true, and that is the design problem you would own.
The second half of it is comprehension. Credit is genuinely confusing, and most people arrive without a clear model of how it works or what to do first. Building that understanding, and making it feel like real movement long before the outcome arrives, is as much of this role as the mechanics are.
Your job is to design the system that fills that gap: a motivation and education layer that makes a 30-day wait feel like forward movement, without ever lying to the user about their score.
That last clause is the hard part, and it’s why this role needs a specialist. We operate under CROA and app-store rules. We cannot promise a score outcome, we cannot imply a guaranteed result, and we cannot reward users for taking on debt. Every mechanic you design has to create genuine momentum inside those constraints. If you’ve only ever gamified things where you could dangle the outcome, this will be a harder and more interesting problem than you’re used to.
Where you might come from
We’re as interested in game designers as in product people. If you’ve built progression systems, quest structures, meta systems, or in-game economies, and you want to point that craft at something that changes a person’s financial life rather than their score in a match, this is that job. The discipline transfers. The subject matter is what changes.
To be direct about one thing: this is not an iGaming or casino retention role, and that experience is not what we’re looking for. Bonus mechanics, lootboxes, and win-back offers are the opposite of the playbook here.
What you’d own
You’d work alongside our product manager.
The engagement model. Define the progression system end to end: what counts as progress between report pulls, how it’s earned, how it’s shown, what it unlocks. We have an internal brainstorm covering XP, credit-health levels, streaks, and quest-framed progress. Treat it as raw material to argue with, not a spec to implement.
Notifications and lifecycle messaging. Our push and email today are functional and forgettable. We want a messaging system built on a metaphor a user can hold in their head, delivered on a cadence that earns attention instead of burning it.
First-run and education. Design what a new user sees in their first ten minutes and their first month. This is the single biggest lever we have on how a new user starts.
The retention instrument panel. Decide what we measure, instrument it with our PM and engineers, and hold yourself to it. You should be able to say which mechanic moved which cohort, and kill the ones that didn’t.
Experiment design. Set up the tests, call them honestly, and write down what we learned. We have PostHog, Amplitude, and RevenueCat in place.
What we’re looking for
You’ve shipped a real system that survived contact with users. Progression, levels, quests, missions, streaks, meta systems, in-game economies, habit loops. In a game or in a product, it doesn’t matter which, as long as it went live and you can talk about what it changed using numbers. Not a case study, not a conce


