The shortlist's most-loved game β rating 99.1%, the best in the category. The card asked "why, with maximum mechanic and 99% love, doesn't it scale". The session answers and adds what the storefront can't show: this is the most complete room we've torn down. It has literally everything we lack β an active roll, an idle economy, a return machine of a dozen hooks, a 450-card Γ 4-finish collection, manufactured recurring events, and a gapless price ladder β9ββ1799. This teardown is about what to take from that room.
01
The core idea: Kick pushes the "room" to the limit β and its live online (2,104) is still below ours (2,649) despite Γ7 our cumulative visits. The lesson isn't "the room doesn't matter", but more precisely: a maximal room buys love, spend depth and retention β but does not guarantee scale. Its growth came from traffic (brainrot virality) that is now receding. For us this is a ready blueprint: an idle layer, an active "kick instead of a button", a D2 menu, a manufactured recurring server event, a β9ββ1799 ladder with honest pity β the things that turn a visit into 99% love and into a β1799 whale.
Part A Β· Overview
Overview
Why the category's most-loved game trails us on live online β and why its room should still be copied whole.
00 / Executive Snapshot
The room is maximal. The door is narrow. Copy the room
Five prior teardowns asked "which mechanic saves you". Kick closes the question from the other side: it has everything at once β an active roll via a kick, tsunami-survival, an idle plot, rebirth, a 450-card collection, a dozen D2 hooks, manufactured recurring server events, a gapless price ladder. And all of it produced 99.1% rating and 6% fav/visit β level with us on love. But its live online is below ours. So the room isn't about scale; it's about love, spend and retention. And it's all transferable.
Takeaway 1 Β· What to take
There are three systems here we don't have at all
An idle plot (a card on the plot drips $/s, offline income up to $615B/Day) β we have no idle layer. An active roll β a kick sends the block down a field where further = rarer, then "RUN!" from the tsunami (Speed decides) β a direct answer to our passive match. A return machine β a streak +10%/day (top 66 days), a 7-day calendar, a playtime ladder, pity. Three blueprints for our three biggest holes.
Takeaway 2 Β· Why it's loved
The roll is an action. You kick the block with aim and force (Power = distance β rarer card), then run from the tsunami. Not a button.
Progress is always visible: an offline $/Day banner on every entry, growing live $24.7M β $615B.
Love is bought directly: "Auto" is locked behind Like + Join Group, "Add to favorites?" pops at a moment of joy β hence 99.1%.
Pity is honest: Secret Pity 0/50 β a guaranteed Secret in 50, the number on screen.
Takeaway 3 Β· Where we are, where they are
We trail on cumulative traffic β and lead on live online.
Kick has Γ7 our visits (13.6M vs 1.94M) and Γ6.5 favorites β but that's the past (7 weeks of brainrot virality). Its live online is 2,104 vs our 2,649 β we're ahead Γ1.26. Fav/visit is near-equal (6.0% vs 6.4%). So its room is better and the inflow has stalled. Our growth lever is the door (thumbnail/discovery); we take its room as a blueprint.
99.1%
rating Β· best in the shortlist
$615B
offline income /day by session's end
β1,799
spend ceiling Β· Γ14 our β129
450Γ4
cards Γ finish + a Secret tier
Take: the idle plot ($/s offline)Take: kick instead of a button + "RUN!"Take: the D2 menu (streak+calendar+playtime+pity)Take: the manufactured server event (Lava)Take: the β9ββ1799 ladder + impulse at frictionTake: Squads (nation = set-bonus)Take: pity as honest transparencyCheck: the near-solo 5-server β don't copy blindly
Live numbers: them vs us
One snapshot, both games, 20.07.2026, 18:37 (+03:00) β the same slice as the rest of the shortlist. In-game numbers (prices, income, odds) are read off the 20.07 session recording, 19:47β20:37.
Metric
Kick A Lucky Block
Grow a Soccer Club (us)
Gap
Online
2,104
2,649
us Γ1.26
Visits
13,562,154
1,944,532
them Γ6.97
Favorites
813,193
124,875
them Γ6.5
Fav / visit
6.00%
6.42%
near-equal
Rating
99.1%
91.41%
them +7.7
Spend ceiling
β1,799
β129
Γ14
Players per server
5
12
us Γ2.4
Born
27.04.2026
15.06.2026
49 days older
What this changes about the task
We're no longer looking for what they lack. They have it all
Against Build A Soccer Squad the "we're loved more" argument worked. Against Kick β no: 99.1% vs our 91.4%, and on favorites it beats us Γ6.5. The only metric level is fav/visit (6.0% vs 6.4%): both games are the most loved in the category per visit. Hunting for something broken is pointless; we need to study the machine we still have to build.
And the machine is huge: active roll, idle, rebirth, a 450-card collection, ~10 D2 hooks, events, a spend ceiling to β1799. That's not one feature β it's the whole missing half of our game.
Honest calibration
Room β scale
The uncomfortable truth: for all its room, Kick doesn't out-online us (2,104 vs 2,649), though it's 7 weeks older and gathered Γ7 the visits. We even convert visits into current online better (2,649 / 1.94M vs 2,104 / 13.6M).
The lesson isn't "don't build the room". It's: the room buys love and money, the door buys scale. Kick maximized the first, the inflow gave the second and stalled. We need both β and it hands us the room for free, as a blueprint.
One screen β a dozen return hooks. A streak +10% income, spin, gift box, chest, daily calendar, Secret Pity 0/50, offline income, Codes, Squads. We don't have a single piece of this return machine.
An idle layer we don't have at all. A card sits on the plot and drips $/s; offline income $25.3B/Day and rising all session. A card level-up is $9.4M (Level 21β22). The roll here is a way to improve the farm.
A whale chase on scarcity. Limited Robux cards with stock and a timer: Neymar 468/999 (+$19.584M/s), Secret Messi 185/200 (a 3-day event), The Goat (+50% to all income). Scarcity + countdown = perpetual chase.
Part B Β· Gameplay
How it's played
The roll here isn't a button β it's a kick with aim and a run from the tsunami. Plus the first minutes and why they're so loved.
01 / Core Loop
Kick β card β "RUN!" from the tsunami β onto the plot β $/s β rebirth
The core is a lucky-block tycoon, but with an active roll. You kick the block ([E]/the Kick button); it flies down a field where tiers are laid out near = common, far = rarer; Power = kick force/distance, and the field has 2X/3X/5X/6X LUCK zones. The block bursts β a card (finish Γ rarity + $/s) β the tsunami "RUN!" fires and you must run (Speed decides). You place the card on the plot β it drips money, money goes into upgrades and rebirth.
Clarity7/10Activity9/10"Juice"9/10
01
Kick the block[E]/Kick. Aim + Power = distance β rarer card. 2Xβ6X LUCK zones on the field
02
A cardFinish (Normal/Gold/Diamond/Rainbow) Γ rarity (Commonβ¦Eternal + Secret) + $/s
03
"RUN!" from the tsunamiA wave sweeps the arena, you run β Speed decides. Cards roll on the run
04
Onto the plot β $/sThe card drips money, including offline. A card level-up is a cash sink
05
RebirthReset Speed/Power for Γ1.5 money and Γ1.25 power forever β a bigger loop
GIF
The roll as a kick. You stand in the "Kick Zone" and kick β the block flies down a field where rarity tiers recede (Common near, rarer far), with 6X LUCK zones on the way. Power = distance. This is "one action instead of a button", which our passive roll lacks.
GIF
The reveal moment. The block flies the lane, COMMON / Secret (???) float up β the rarity resolves in flight. Pinned to the top always: 0.05% Secret Chance and a pity counter. One kick = one card.
The second mechanic β active survival. After the kick a red "RUN!", the arena floods with a wave β you must run (Speed decides). Cards roll on the run (here a Gold Common Garnacho +$187/s). This is exactly the "active layer" our match lacks.
The rarity ceiling.Normal / Lewandowski / Mythical / +$100k/s. The rarity ladder is 10 tiers to Eternal plus Secret; the finish (Normal/Gold/Diamond/Rainbow) is a separate axis. A card = finish Γ rarity.
Input
A kick with aim; Power pulls the block further (rarer card), Speed saves you from the tsunami. Two inputs into one roll β far more than our "spin the dice".
Feedback
The offline income $/Day is pinned to the top and grows the second a card lands on the plot ($24.7M β $615B a session). Plus "RUN!", the rarity flash, sound. Lots of "juice".
Decision
The key fork is push-your-luck: kick further β rarer card, but the wave is faster too, and without Speed you "can't escape" β the card is lost. Risk vs reward right in the roll. Plus: which card to place, when to rebirth. Not rich tactics, but the player is constantly deciding something β unlike us.
02 / First session
A daily reward, the first plot and "add to favorites" β within minutes
Onboarding is aggressive and all about return/love: spawn β the 7-day calendar pops (+ an Unlock All upsell) β "place a card on the plot" β "buy your first weight" β Welcome Offer β29 β an engineered "add to favorites?" prompt at a moment of joy. Plus free OP cards locked behind quests (play 15 min + collect 5 + join the group).
Engagement8/10Gatesmany
The calendar pops in the first minute. D1 Musiala 88 β D4 +5 spins β D7 Maradona 99 "EXCLUSIVE / OP". "Rejoin daily for rewards!". And right there they sell Unlock All for β99 β money to not wait 7 days.
First purchase β β29.75,000 cash + 1 Legendary Card + 2Γ Power [10 min]. A starter at the moment the player has just grasped the loop. We have no first offer at all.
The trick that explains the 99.1% rating
Right after the player takes the free first weight, a "Do you want to add β¦ to favorites?" pops β a favorite request right at the peak of joy. Plus the Auto button is locked behind Like + Join Group, and free cards (Haaland, Rainbow Messi) are behind a like/join. Love here isn't a side effect but a bought mechanic. Hence 99.1% and 6% fav/visit. We should likewise ask for the favorite at the jackpot moment, not stay silent.
Part C Β· Economy & progression
How money and growth work
Idle income, two progression axes feeding the kick, a rebirth prestige, and a collection that closes our content cliff.
03 / Progression
Speed and Power feed the kick, rebirth is prestige
Two axes feed the active roll: Power (kick force/distance β rarer card) and Speed (outrun the tsunami). Both are bought, both reset on rebirth β which grants +0.5Γ money and +0.25Γ power forever. A classic prestige, wired onto the active loop.
Depth8/10Legibility6/10
Axis
What grows
How and how much
What it gives us
Speed
Surviving the tsunami
SPEED stall: +1 = $125 cash OR 9 gems, ~$22.5k by level 35 (26 lvls β $140k)
A reason for the "run" β an active layer over the roll
Power
Kick force/distance
POWER stall (cash) + earned from kicking; it's the rebirth currency
A skill link: train power β kick further β rarer card
Dual price β grind OR Robux. "Small Ice +187 Power/s" costs β199 OR $7.2M. The whole 14-tier weights ladder works this way: grind cash or pay. And Robux weights survive rebirth β that's where the whale sits.
Rebirth prestige.Γ1.5 money Β· Γ1.25 power forever, gate 1,000 Power. "Resets Speed + Weights, keeps Robux weights". And right there SKIP for R$49 β they sell the press itself. A double confirm against an accidental reset.
04 / Economy
Idle income β the thing we don't have at all
The economy is a steal-a-brainrot tycoon: a card on the plot drips $/s, total offline income is shown by a banner and grows inflationarily ($24.7M β $615B/Day a session). Cash goes into card levels, Speed, Power and weights. The roll is a way to get a better card onto the plot. We have no idle layer at all β a structural hole.
Resource
Sources
Sinks
Takeaway for us
Cash ($)
Idle income from the plot (offline $/day), rolls
Card levels ($10β$9.4M), Speed, Power, weights
Idle income = a reason to come back tomorrow; we have none
Gems (⬑)
Rewards/events
Random gamble, alt-price for Speed
A second soft currency for gambling
Spins
Daily, quests, playtime, calendar
The wheel (cards/cash)
A return currency: banks between sessions
Robux (β)
Purchase
Passes, dev-products, weights, rebirth skip
A β9ββ1799 ladder with no gap
The idle-economy unit. A card on a pedestal drips its $/s (here Pedri Rainbow +363/s, Musiala +286/s); the Rainbow finish drips more. A level-up is a cash sink ($229 Level 1β2), and by level 21 it's already $9.4M.
Inflation reined in by the collection. Offline $615.6B/Day, yet progress is tied to the index: finish tabs Normal/Golden/Diamond/Rainbow, milestones "Collect 25 β +3 Spins". The money piles up by itself β the gate is in the collection.
05 / Collection & content
450 cards Γ 4 finishes + Secret β their answer to the content cliff
The top of progression at Kick doesn't cut off: a 10-tier rarity ladder (Common β Uncommon β Rare β Epic β Legendary β Mythical β Divine β Celestial β Cosmic β Eternal) plus Secret above, and an orthogonal finish axis (Normal/Gold/Diamond/Rainbow). That's 450 cards Γ 4 variants. On top β a Fuse Machine (fusing toward a Secret) and The GOAT, a stock event that eats the whole ladder.
The GOAT β a deposit event: hand in cards across the whole ladder (Common 0/75 Β· β¦ Β· Eternal 0/1) β a 100/100 card "+50% to all income". Fuse Machine β fuse six cards "For Secret ???". Collect all Secrets β a wall of cells. This holds the player after money stops being the problem β exactly our unresolved "what to do at the top".
Adjacent layer Β· Squads
Nation as a set-bonus β ready-made "chemistry" for us
A separate Squads system: place cards of one nation on the plot β the set grants a bonus (Brazil = +10% income Β· France = +8% luck Β· England = +15% offline Β· Argentina = +15% rebirth at 3 cards; only different cards count, sets stack). We already have nations, but they sit as a passive chemistry bonus. Squads is a ready recipe for turning them into a collection goal.
Part D Β· Retention & monetization
What returns you and what sells
The most valuable part: a return menu of a dozen hooks and a price ladder with no gap β take both as a blueprint.
06 / Retention β the menu
A dozen return hooks in one game
This is what made going inside worth it. Kick doesn't hold with one feature β it stacks hooks in layers: daily, in-session, luck-pity, offline+events. Each is simple alone; together they're the fullest D2 machine of all our teardowns. The leaderboards confirm it: top streak 66 days, top playtime 21 days 6 hours.
D2 machine9/10HUD overloadhigh
The return menu β what brings them back tomorrow
Click the tabs. All numbers and timers are read off the 20.07 recording. We have none of these hooks β it's a ready menu the team can pick from.
Reset once a day β a direct reason to come back tomorrow.
Login streak
+10%/day
An income bonus for each consecutive day. Top of the leaderboard is 66 days (it compounds).
7-day calendar
D7 = Maradona 99
D1 Musiala β D7 Maradona 99 "EXCLUSIVE". They sell Unlock All for β99 β money to "not wait".
The Lava Event is a manufactured recurring server event β exactly our post-World-Cup task.
A direct link to our task
A manufactured recurring event. Our World Cup trump was spent by the 19.07 final, and the synthesis named the next task "our own recurring event to replace it". Kick shows a cheap template: a server Lava/Galaxy Event on a timer β the arena floods, everyone "RUN!", rare cards drop more often, the countdown is visible. No FIFA needed β the event is born from code and repeats itself.
07 / Monetization
A ladder β9 β β1799 with no single gap
Two lessons at once. First: the price ladder is continuous from β9 to β1799 β it fully closes our β39ββ109 gap and runs Γ14 above our β129 ceiling. Second: almost everything sells as impulse at the friction moment β Random Card on the gamble tile, Unlock All on the calendar, Rebirth Skip on the gate, spins at the wheel.
Ladder9/10Transparency6/10Like+Join gatesmany
8 gamepassesβ29 β β269two starters, three "2Γ", VIP, Mega
The spend ceiling isn't β269 but β1799 (the top weight). The Robux ladder runs continuously β9ββ1799. And a private server β50/mo. Every native dialog pushes a bundle of 500 Robux (β400 struck) for β¬5.99.
A wall of 8 passes β29β269. Two starters, three "2Γ", VIP, Mega Boost. The lower rungs β49/β99 sit in our gap; our whole ladder β6β129 fits into their bottom.
"FOREVER" β three multipliers. 2Γ Money β129, 2Γ Power β99, 2Γ Luck β149 (a paid odds booster). Plus Mega Boost β269 stitches all three at a discount β the "buy the bundle cheaper than three separately" trick.
The wheel odds are disclosed. 50% $1k Β· 20% +2 spins Β· 15% $5k Β· 10% $10k Β· 5% Bellingham Β· 0.2% Cruyff. Plus Secret Pity 0/50 β where it matters, the numbers are shown. More transparent than the category average.
08 / UX
What works, what gets in the way, how to fix it
The active loop and feedback are strong. The weak spot is overload: a dozen timers on the HUD and "Like + Join" gates at every step.
Feedback8/10Activity9/10Overloadhigh
What
Works
Gets in the way
Fix for us
Roll
Kick with aim + Power-distance + LUCK zones β a real input
The skill is shallow (mostly "kick further")
Take "kick instead of a button"; even this depth beats our passive match
Tsunami
Active survival, "juice", Speed is meaningful
Can't be skipped; on low Speed it's "too slow"
Fix our match with a role/run, not an auto-sim
HUD
Offline income and streak always visible
~10 timers compete for attention
Take 3β4 hooks, not ten; don't drown the screen
Gates
Like+Join drive the rating (99.1%) and the group
Auto and free cards are locked behind a social action β pushy at times
Ask for the favorite at the jackpot moment; but don't lock the core
Transparency
Spin odds, Secret Chance, pity β shown
No full roll-rarity table
Our Tuesday odds release + pity makes us more honest
Part E Β· Pacing & conclusions
Pace, transfer and verdict
Where the loop holds, what to carry into the prototype, and the score we give the category's most complete room.
09 / Pacing
The active loop holds higher and longer than the passive competitors
Unlike Draft and BASS, Kick's loop is active at every step (kick β run β place β upgrade), so the plateau comes later: the player is always doing something, and idle income + D2 hooks top up the dopamine. The one pit is grinding Power for the first rebirth (power farming). The peaks are the first kick+tsunami, the first big roll, the Lava Event.
line β engagement by minutegreen zone β the active loopred zone β grind/pit
How to read the chart. X = session minutes, Y = "how much there is to do". The loop is active almost the whole time (a wide green zone), so the line stays high. The one pit is farming Power for the first rebirth: routine buying with nothing new. The peaks are on events (first kick+tsunami, rebirth payout, Lava Event). Takeaway for us: an active loop + manufactured events hold pace noticeably steadier than a passive competitor.
Minute-by-minute pace map
Time
What happens
State
Why
00β11
First kick, tsunami "RUN!", first plot, calendar + Welcome Offer
Growth
Active loop + onboarding jackpots
11β24
Grinding Power for rebirth, buying Speed/weights
Pit
Routine farming with no new content
24β43
Rebirth payout, big rolls (Mythical), rising offline income
Growth
Prestige payout + a visible $/day jump
43β50
Lava Event, limited cards, loop repeats
Event
The server event tops up a peak; then it's a repeat
Conclusion and cure
For pace: the active roll (kick+run) holds the line high β take it into our match/roll.
For peaks: manufactured server events (Lava/Galaxy) β a cheap replacement for the WC window.
Soften: the Power-grind pit β don't copy the long farm for the first rebirth with no rewards along the way.
10 / Transfer to the prototype
What to take, what to leave alone
Kick is the single richest source of transferable systems of all our teardowns. The order: first the things we structurally lack (idle, the D2 menu), then the active roll, then the price ladder.
Worth copying
The idle plot β a card drips $/s, offline income + a "come back later" screen. Our biggest structural hole.
The active "kick + RUN!" roll β aim/Power + a run (Speed). The answer to our passive match.
The D2 menu β a streak +10%/day, a 7-day calendar, a playtime ladder, pity.
A manufactured server event (Lava/Galaxy) β a replacement for the WC window.
The β9ββ1799 ladder + impulse at friction β closes our gap and reaches whales.
Squads (nation = set-bonus) β turn our passive nations into a collection goal.
Don't copy
The near-solo 5-server β we have 12, a stronger social layer; don't squeeze into solo.
The HUD overload (~10 timers) β take 3β4 hooks, don't drown the screen.
Locking the core behind Like+Join β asking for the favorite is fine, locking Auto/cards isn't.
The long Power grind for the first rebirth with no rewards along the way.
Priority
System
Why
Minimum build
QA criterion
P0
An idle layer on the plot
A structural hole: we have no reason to "come back tomorrow to check"
A card on the stadium drips $/s + offline accrual + a return screen
Share of second same-day entries rises
P0
The D2 menu (streak + calendar + pity)
The fullest return machine in the category
Streak +%/day, a 7-day calendar, a pity counter on the roll
D1βD2 retention β
P1
The active "kick + RUN!" roll
The answer to our passive match
A roll through an action (aim/force) + a short survival
In-session retention β vs a passive match
P1
A manufactured server event
A replacement for the spent WC window
An event on a timer: a modifier + a countdown on screen
Online peak in the event window
P1
A β ladder + impulse at friction
The β39ββ109 gap, the β129 ceiling
Rungs β49β199 + "skip/unlock" at the moment of waiting
Revenue from rungs below β129 > 0
P2
Squads (nation = set)
Bring passive nations to life
A one-nation set on the lineup β a bonus
Share collecting full sets
10.5 / Prototype direction
What to build first
Kick confirmed it: the missing half of our game isn't "one more mechanic" but an idle layer + a return machine. We build those first, on top of the Tuesday odds release (adding pity).
Build order
NowThe D2 menu: streak +%/day + a 7-day calendar + a pity counter on the roll (pity straight into the Tuesday odds release)
Week 1An idle layer: a card on the stadium drips $/s + offline accrual + a "come back tomorrow" screen
Week 2An active "kick/run" roll + a manufactured server event on a timer + rungs β49β199 at friction
Hypotheses to test
The idle layer raises the share of second same-day entries (our hole #1).
Pity on the roll softens churn from bad luck.
The active roll holds in-session longer than a passive match.
Do not confirm: that a rich room alone gives scale β Kick showed it doesn't (its online β ours at Γ7 visits).
Problem
Why it hurts
Minimal fix
How to verify
No idle layer
No reason to "come back tomorrow to see how much piled up"
A plot with $/s + offline + a return screen
D1βD2 retention
A passive match
The player builds and watches; no agency
A roll/match through an action + a short survival
In-session retention
The WC window is spent
The FIFA calendar no longer gifts windows
A manufactured server event on a timer
Online peak in the event window
The β39ββ109 gap, β129 ceiling
Mid-spenders and whales find nothing to pay for
Rungs β49β199 + impulse + a top SKU
Distribution of spend across rungs
11 / Score & Verdict
The category's best room β and a whole blueprint for us
Kick isn't about "why them, not us". It's a catalog of systems we still have to build: idle income, an active roll, a return machine, a collection for months, manufactured events, a gapless price ladder with honest pity. And all of it produced 99.1% love. The only thing the room didn't give is scale: its live online is below ours. So we take the room as a blueprint and look for growth at the door.
9/10
Core Loop
Active kick+run+idle β the richest loop in the category
7/10
Onboarding
Aggressive, quest gates, "add to favorites" at a moment of joy
8/10
Economy
Deep idle + prestige + a card sink; inflationary
6/10
UX
~10 timers and Like+Join gates drown the screen
9/10
Retention
The fullest D2 machine of all our teardowns
9/10
Monetization
Gapless β9ββ1799, pity, impulse at friction
Aβ
Take almost everything: the idle plot, the active "kick+RUN!" roll, the D2 menu with a streak and pity, a manufactured server event, the β9ββ1799 ladder with impulse, Squads. Don't copy: the near-solo server, the HUD overload, the core locked behind Like+Join. The honest caveat: the room is maximal, but scale comes from the door β its online is below ours at Γ7 visits. We build the room to this blueprint and look for growth in the thumbnail.
Next steps
The D2 menu (streak + calendar + pity) β pity straight into the Tuesday odds release.
An idle layer on the stadium + offline income + a return screen β our hole #1.
A manufactured server event on a timer β a replacement for the spent WC window.
Don't copy the solo server or a HUD drowned in ten timers.