MEASURED IMPROVEMENT · Fruitopia
55% more starters reached Level 10 in Fruitopia.
The game became difficult too quickly. Players were losing and leaving before they reached the stronger parts of the game.
Before-and-after telemetry from May to July 2026.
THE MAIN MOVEMENTS
Before and after, shown side by side.
Reach to Level 10
+55%Win rate
+7.5 pointsLoss rate
-10.1 pointsToken 3
+10.5 pointsA CLOSER LOOK AT THE DATA
The level-by-level progression view.
The chart follows the change beyond the headline checkpoint.
Player reach before and after balancing
Both periods start at 100% of their Level 1 players. The strongest change appears in the early game.
Level 10 reach increased by 55%. The improvement continued beyond the early game.
THE NUMBERS BEHIND THE CHART
Reach at selected checkpoints
Level 10 is the main checkpoint for this comparison. The rest of the table shows how the change continued through the game.
| Level | Before reach | After reach | Change |
|---|---|---|---|
| Level 1 | 100% | 100% | Starting base |
| Level 5 | 32.06% | 36.04% | +12.4% |
| Level 10 | 14.41% | 22.34% | +55.0% |
| Level 20 | 9.71% | 12.69% | +30.7% |
| Level 40 | 5.88% | 12.18% | +107.1% |
| Level 100 | 2.94% | 7.61% | +158.8% |
The comparison uses the period before 17 June and telemetry from 17 June–30 July 2026. Level 10 is the headline checkpoint; the full curve shows how far the improvement continued.
What was happening
The opening curve asked too much too soon. Losses were high enough to stop players before they had time to understand the loop and reach the better parts of the game.
What the data showed
Normalised reach to Level 10 rose from 14.4% to 22.3%. The weighted win rate rose by 7.5 points, losses fell by 10.1 points, and the strongest Token 3 result improved by 10.5 points.
What we did
We reviewed the levels and specified what each problem level needed. Depending on the level, that meant more moves, a layout change, or better thresholds for two-token and three-token clears.
A REAL PART OF THE WORK
An example of what we delivered
| Level | Objective | Moves | Token 2 | Token 3 | Check after release |
|---|---|---|---|---|---|
| Level 4 | Drop Item 1 + Drop Item 2 | 28 → 31 | 8,000 | 10,000 | Win rate, moves left, and quits |
| Level 9 | 12 Dirt | 27 → 31 | 9,500 | 11,500 | Win rate, quits, and replay after a win |
| Level 34 | 12 Dirt | 11 → 16 | 5,900 | 7,350 | Win rate, moves left, and token attainment |