Back to Work

Designing for Endgame Loyalty

Transforming endgame progression from empty numerical advancement into meaningful milestone experiences that drive retention and revenue

ROLEUX Designer
PLATFORMiOS/Android
TIMELINEQ1-Q2 2024
TEAMPM, Dev, Data, Art
YEARQ1-Q2 2024

Elite players reaching the end of Candy Crush progression after 12+ years of content

In 2024, we launched the End of Content Experience in Candy Crush Saga to retain dedicated players who had completed all available levels. Instead of waiting idle for new content, players now experience persistent progression, achievement recognition, and competitive status displays.

As UX lead, I designed the strategy and key systems that drove measurable engagement, retention, and spend uplift across high-value player cohorts. The solution transformed a critical retention challenge into an opportunity to celebrate and retain our most valuable players.

History of Levels

Since its launch in 2012, Candy Crush Saga has continuously added levels and evolved its features to keep up with modern Match-3 players. This steady innovation has driven loyalty and lifetime value far beyond expectations.

But with new levels released weekly, the most dedicated, performant and high-spending players regularly catch up to EOC (End of Content) — the current final level — creating a recurring question: Why am I still playing Candy Crush Saga?

Number of Levels in Core Progression

12 Years of Continuous Content Evolution

2012–20141
Early Candy Crush levels and progression (2012-2014)

Early Candy Crush levels and progression (2012-2014)

The humble beginnings: Simple level design and core match-3 mechanics

2014–20182
Mid-game expansion and feature additions (2014-2018)

Mid-game expansion and feature additions (2014-2018)

Rapid expansion: New mechanics, boosters, and social features

2018–20223
Modern era scaling and complexity (2018-2022)

Modern era scaling and complexity (2018-2022)

Scaling complexity: Advanced level design and meta-progression

2022–20244
Current state: 15,000+ levels and endgame challenges (2022-2024)

Current state: 15,000+ levels and endgame challenges (2022-2024)

Modern challenges: 15,000+ levels creating endgame retention issues

Is the Grind Worth It?

Visual representation of the psychological moment when players question their continued engagement

As players approach the end of content, a critical question emerges: after years of dedication and thousands of levels completed, is the continuous grinding still worthwhile?

This psychological inflection point represents more than just gameplay fatigue — it's the moment where our most valuable players evaluate their entire relationship with Candy Crush Saga. Understanding and addressing this moment became crucial to our retention strategy.

The Value of EOC

End of Content players represent the ultimate power users: just 0.08% of our player base generates over 2% of total revenue — a staggering 25x revenue multiplier. Understanding this disproportionate impact became crucial to our retention strategy.

Every single EOC player is worth 25 times more than the average player, making their retention not just important but business-critical for Candy Crush Saga's long-term health.

0.08%

of the player base

~8,000 EOC players

2.1%

of total revenue

disproportionate contribution

25×

revenue multiplier

vs. average player

Elite Player Segments

SEGMENTPLAYERSNOTE

Early (1–4,999)

70M

FTUE focus

Mid (5,000)

7.7M

Late (10,000)

2.2M

9.8% of player base

Near EOC (16,000)

3,000

0.07% of player base

EOC

8,000

0.08% of player base

The Challenge

Comprehensive visualization of the retention challenges facing EOC players

Since late 2022, Candy Crush Saga saw declining retention among End of Content players — impacting both free and paying users. This small segment (0.08% of players) contributed disproportionate revenue (1.1%).

With 15,000+ levels by 2023, milestone celebrations became rare, occurring only every 1,000 levels and leaving high-value players without meaningful feedback. The question became urgent: Is the grind worth it anymore?

Churn Rate+12%

YoY increase in EOC churn

Payer Health−8%

Decline in EOC spending

Wait Time1,000 Levels

Between milestone celebrations

Revenue Risk1.1%

Of total revenue from 0.08% of players

User Research

Our research revealed four critical insights about high-value players:

High-Value Players Drive Outsized Revenue

Just 0.08% of users (~8,000 players) drive 1.1% of total revenue.

Milestones Fall Flat

Current celebrations don't match the loyalty and effort these players invest.

Long Waits, Low Motivation

Recognition only every 1,000 levels leaves players unmotivated for years.

The Bottom Line

We're losing our most loyal and valuable players at the End of Content due to lackluster recognition.

What Do Players Think?

Real player responses revealed the depth of frustration with the current experience:

"I've played for five years, but I'm not going to stick around if there's nothing meaningful left to do."

Invested Yet Critical

"I reached level 15,000 and got the same boring banner as before."

Underwhelming Experience

"I have to wait 1,000 levels just to get any kind of acknowledgment. That's like 6 months of playing!"

Recognition Gaps

"I had no idea I was even close to finishing. One day I just... ran out of levels. Now what?"

Lack of Awareness

"The levels keep getting harder but the rewards stay the same. I'm starting to wonder why I bother."

Declining Motivation

Current Mechanics

Current state: Players reach end of content and face limited optionsStar Tournament: The primary engagement mechanic for EOC playersAchievement messages: Limited recognition for player dedication

The existing End of Content experience created a cycle of disengagement:

1. Content Exhaustion

Players who reach the final available level have no new content left. They've completed tens of thousands of levels and now wait each week for new ones to be released.

2. Star Tournament

After finishing all levels, players unlock the Star Tournament — a weekly event where they replay past levels to earn stars, compete for top ranks, and win rewards.

3. Repetitive Cycle

This waiting period becomes boring, repetitive and underwhelming, leaving players unsatisfied. When new levels come out, they continue to play but eventually run out again, creating a vicious cycle of disengagement.

Strategic Shift

Key Insight: Elite behaviors aren't defined by progression depth, but by engagement velocity.

High-intensity patterns (100+ levels weekly) exist across all game segments, not just end-game — revealing a 250x larger addressable audience for retention-focused features.

I presented this behavioral reframing to product leadership, demonstrating how velocity-based targeting could identify high-value players earlier in their journey, enabling proactive retention strategies across the entire player base rather than waiting for progression milestones.

Elite Player Segments — Targeting Strategy

SEGMENTPLAYERSSTATUS

Early (1–4,999)

70M

FTUE Focus

Mid (5,000)

7.7M

General Population

Late (10,000)

2.2M

9.8% of Player Base

Near EOC (16,000)

3,000

0.07% of Player Base

EOC

8,000

0.08% of Player Base

Pivoting Target Audience to Elite Players

8K → 2.2M

EOC Players → Elite Players

Expanded from EOC-only to include Late + Near EOC segments

0.08% → 9.9%

Player Base Coverage

From EOC only to all Elite segments

1.1% → Scalable

Revenue Potential

From fixed percentage to growth opportunity

275×

Addressable Audience

Massive expansion of targetable Elite players

Solution Exploration

I explored multiple design directions to address retention challenges, evaluating each concept against user impact and technical feasibility using the RICE scoring framework.

Solution Concepts Evaluated

Weekly Badges

Winner

Weekly progression badges for hitting thresholds

RICE: 700

Updated Frames

Winner

New profile banners every 1,000 levels

RICE: 700

Elite Zone

Exclusive area with VIP rewards

RICE: 540

Progress Tracking

Social comparison interface

RICE: 490

VIP Elite Zone Unlock Flow

Flow 11
Initial VIP Zone Discovery

Initial VIP Zone Discovery

Player discovers the elite zone through progression milestone achievement

Flow 22
VIP Zone Access & Rewards

VIP Zone Access & Rewards

Alternative unlock mechanism with immediate reward preview and access flow

Social profile integration exploration for badge visibility

Social profile integration

Social interaction testing and validation concepts

Social testing concepts

Design Process

Weekly Levels Passed Badges

Using AI Diffusion Models and working with the UI designer, I created 4 badges that track weekly levels passed. The badge will be permanently rewarded to the player and available for showcase across social channels.

Complete weekly badge system showing all four achievement tiers

Visual Design Strategy

Each badge tier represents a different achievement level, with visual progression from bronze to diamond aesthetics. The designs balance celebration with aspiration, encouraging players to reach higher tiers.

Visual design strategy showing badge tier progression and aesthetic principles

Information Architecture & Task Flow

The badge system integrates seamlessly into existing player flows, appearing at natural celebration moments without disrupting gameplay. Players can access their badge collection through their profile, creating a persistent record of achievements.

Information architecture and task flow diagram showing badge integration points

Social Integration

Extended the weekly badge system into social profile cards, turning short-term celebrations into lasting status symbols. Partnered with Social and Engineering teams to ensure real-time badge updates and visual consistency across modals and social contexts.

Extrinsic Motivation — Peer Comparison

Visible badges leverage validation to drive engagement

Status Signaling — Elite Recognition

Prominent badges showcase community dedication

Intrinsic Satisfaction — Lasting Identity

Achievements become part of player identity

Social profile cards showing badge integration and status displayCross-platform social sharing and badge visibility features

Results & Impact

The End of Content Experience launched in 2024 and delivered significant improvements across all key engagement metrics. The Weekly Badge System and milestone celebrations transformed how dedicated players experience progression, resulting in measurable uplift in both retention and revenue.

+2.5%

Game Rounds Per Session

+1%

Retention

+2%

Gross Bookings

+5%

Levels Passed Per Week

250×

Larger Addressable Audience

9.9M

Elite Players Reached

By shifting focus from progression depth to engagement velocity, we uncovered a 250x larger audience of elite players across all segments, fundamentally changing our retention strategy.

The Weekly Badge System transformed ephemeral achievements into lasting social currency, creating persistent motivation loops that drive both engagement and revenue.