CORE GAMEPLAY

End of Content Experience

Transforming endgame progression from empty numerical advancement into meaningful milestone experiences

ROLE

UX Designer

PLATFORM

iOS/Android

TIMELINE

Q1 2024

Q1-Q2 2024

TEAM

PM, Dev,

Data, Art

Overview

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.

History of Candy Crush Saga Levels

History of Candy Crush Saga Levels

Number of Levels in the Core Progression

Number of Levels in the Core Progression

Number of Levels in the Core Progression

65

2012

500

2013

1000

2016

4000

2020

15000

2023

18000

(EOC)

2025

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?

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?

Why End of Content (EOC) Players are extremely valuable

Why End of Content (EOC) Players are extremely valuable

Why End of Content (EOC) Players are extremely valuable

Early (1-4999)

Early (1-4999)

Early

Early (1-4999)

70M

FTUE

Mid (5000)

Mid (5000)

Mid

Mid (5000)

7.7M

Late (10000)

Late (10000)

Late

Late (10000)

2.2M

9.8% of Player Base

$GB ~20%

Near EOC (16000)

Near EOC (16000)

Near EOC

Near EOC (16000)

3K

0.07% of Player Base

$GB ~0.7%

EOC

EOC

EOC

8K

0.08%

of Player Base

$GB ~1.1%

At only 0.08% of players (8K), EOC users generate 1.1% of revenue through high engagement and spending in Candy Crush Saga, making them a vital segment for the game's success.

The Challenge

The Challenge

The Challenge

The Challenge

Churn

Payer Health

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.

Is the grind worth it anymore?

Is the grind worth it anymore?

Is the grind worth it anymore?

Is the grind worth it anymore?

User Research

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 and long gaps between milestones, putting both engagement and revenue at risk.

What do Players think?

Collection of real player responses

Invested Yet Critical

Invested Yet Critical

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

Underwhelming

Underwhelming

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

Recognition Gaps

Recognition Gaps

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

Lack of Awareness

Lack of Awareness

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

Declining Motivation

Declining Motivation

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

Bittersweet Completion

Bittersweet Completion

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

Current Mechanics

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."

Targeting EOC Players

End of Content (EOC)

8000 players

0.08% of Player base

Targeting Elite Players

Mid

ELITE

ELITE

Late

ELITE

ELITE

Final

ELITE

ELITE

EOC

ELITE

ELITE

ELITE

9.9M Players

Addressable base

Elite performers across segments

Pivoting our Target Audience to ELITE Players

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.

01

Expanded targeting from 8K EOC to elite performers across 9.9M player base

02

Redefined Elite Criteria – Shifted from "time played" to "intensity of play" across all segements

03

Behavior-based system works regardless of content progression

Solution Exploration

I explored multiple design directions to address retention challenges, evaluating each concept against user impact and technical feasibility before selecting the strongest solutions to prototype.

Solution & Design Process

Weekly Levels Passed Badges

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

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

Visual Design Strategy

Visual Design Strategy

Information Architecture & Task Flow

Information Architecture & Task Flow

Integrating with Social Profiles

Integrating with Social Profiles

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

Extrinsic Motivation
Visible badges leverage peer comparison and validation to drive ongoing weekly engagement.

Status Signaling
Prominent profile badges showcase elite performance and community dedication.

Intrinsic Satisfaction
Profile integration turns achievements into lasting identity, fostering long-term player connection.

Success Metrics, 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.

Game Rounds Per Session

2.5%

Retention

1%

Gross Bookings

2%

Levels Passed Per week

5%