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%
Before14.4%
After22.3%

Win rate

+7.5 points
Before72.1%
After79.6%

Loss rate

-10.1 points
Before26.9%
After16.8%

Token 3

+10.5 points
Before30.4%
After40.9%

A CLOSER LOOK AT THE DATA

The level-by-level progression view.

The chart follows the change beyond the headline checkpoint.

PLAYER REACH · LEVEL 1–100

Player reach before and after balancing

Both periods start at 100% of their Level 1 players. The strongest change appears in the early game.

Before balancingAfter balancing
LATER-LEVEL TREND100%50%20%10%5%2%1%L1L20L40L60L80L100Level 10: 22.3% after14.4% before

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.

LevelBefore reachAfter reachChange
Level 1100%100%Starting base
Level 532.06%36.04%+12.4%
Level 1014.41%22.34%+55.0%
Level 209.71%12.69%+30.7%
Level 405.88%12.18%+107.1%
Level 1002.94%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.

01

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.

02

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.

03

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

LevelObjectiveMovesToken 2Token 3Check after release
Level 4Drop Item 1 + Drop Item 228 → 318,00010,000Win rate, moves left, and quits
Level 912 Dirt27 → 319,50011,500Win rate, quits, and replay after a win
Level 3412 Dirt11 → 165,9007,350Win rate, moves left, and token attainment

TALK THROUGH THE GAME

Show us what is not working.

Book a call if you want to talk it through, or send the problem and the available data in an enquiry.