4. Content and events: do they help?
4a. New systems: Alchemy, Astrology, Treasure, Loot Village
At most a small effect on how long existing players stay, and almost no revenue. Few eligible players adopt them, and those who do use them for 1–2 days.
| System | Shipped | Unlocks at stage | Eligible players who tried it | Median days used | Whales using | Pack revenue | Veterans’ play days after/before ship vs the same ratio 2 weeks earlier |
|---|---|---|---|---|---|---|---|
| Alchemy | v22 · 23 Aug | ~50 | 29% | 1 | 13 of 35 all-time | $114 | 0.45 vs 0.38 |
| Astrology | v22 · 23 Aug | ~123 | 38% | 1 | 10 of 35 all-time | $16 | 0.49 vs 0.42 |
| Treasure | v24 · 06 Sep | ~231 | 26% | 2 | 8 of 35 all-time | $0 | 0.46 vs 0.48 |
| Loot Village | v25 · 07 Sep | ~26 | 14% | 2 | 14 of 35 all-time | $196 | 0.41 vs 0.40 |
Last column: players already past the unlock stage when the system shipped, active days in the 14 days after vs the 14 days before, next to the same ratio for the two weeks before that (natural decay). A system that held players would push the first number above the second: Alchemy and Astrology sit slightly above (+0.07), Treasure and Loot Village level — at most a small effect. Players who use a system are more active afterwards than matched non-users (6–11 vs 2–6 active days), but they are the engaged players to begin with, so that is not evidence of effect.
Why. They are side activities without a reason to return daily or to spend: uptake is 14–38% of eligible players, median use is 1–2 days, and they sell almost nothing (Loot Village storage $196, Alchemy $114, Astrology $16, Treasure $0). Loot Village also launched in v25, the build that broke the purchase flow and the Research tutorial, and its 14% uptake at an early unlock (~stage 26) suggests players do not find it. To work as a sink they need a daily loop (timers, daily rewards worth collecting), progression that matters for the main game, and an IAP hook — plus discovery for Village.
4b. Live events
Event and pass packs earned $1,392 (7.3% of IAP), $857 of it the Tiny Guide pass. Against non-participants who played and spent the same beforehand: Lucky Machine did not raise spending during the event, but participants were more active afterwards (8.1 vs 5.6 days in the next 14; 32 players). The Flameborn pass window shows $2.12 more spend per participant (28 players).
Why. Events reach the engaged 10–20% and act as retention for them; they do not create new spenders. Judge Dice and Fishing on participant retention and pack conversion among stage ≥ 101 players.