Extraction coverage: #world-cup channel June 17-19 and July 6-10 read in full, June 23-24 Claude design sessions, #velocity June 24-July 10. Gaps: #world-cup June 8-17 (pre-relaunch) and June 20-July 5 channel messages (covered indirectly via velocity), and all screenshot-only data (funnel images, thumbnails). Each entry: date · decision · rationale · status.
| # | Date | Decision | Rationale / evidence | Status |
|---|---|---|---|---|
| D1 | Jun 17 | Clean relaunch on a fresh place ID, old place renamed [OLD] | Fresh algorithmic identity for the reworked game (same protocol as FAB relaunch doctrine) | Shipped |
| D2 | Jun 17 | Pay ~100K Robux to bypass the 500-engaged-players ads requirement, transfer funds from group | Unlock paid UA immediately at launch | Done |
| D3 | Jun 17 | Genre set to Sports | Discovery categorization | Shipped |
| D4 | Jun 17 | Like-gating rewards is impossible (API can't verify likes), use favorites check + group verification, gift button asks for a like | Team verified Kick a Lucky Block doesn't check likes either | Shipped |
| D26 | Jul 8-9 | Icon rework to full-bleed (per Build a Soccer Squad), thumbnail standard: match Roblox style, one focal object, hook words, Nano Banana Pro | QPR/PTR declining | In progress (Mike) |
| # | Date | Decision | Rationale / evidence | Status |
|---|---|---|---|---|
| D5 | Jun 17-19 | Autoroll: flagged confusing → locked behind paid pass → made free-at-start again after funnel data | Evidence-driven reversal, Danyil predicted full revert may follow | Reverted partially |
| D6 | Jun 19 | First two rolls guaranteed same country | Scripted synergy teach (corpus L14, controlled early experience) | Shipped |
| D7 | Jun 18-19 | Nation adjacency bonuses + same-nation VFX + reshuffle-button idea | Depth from Build a Soccer Squad comp, drag-to-swap literacy | Shipped (bonuses, VFX) |
| D9 | Jun 18 | SquadFull churn root-caused to plot-cap bug (6 vs 12 slots), fixed | Funnel conversion 46% → ~50%+, real rate ~67% on fresh cohort | Fixed |
| D11 | Jun 24 | Fill grinds, match retains: D1 6.7%, 50.7% loss FirstPick→SquadFull vs 97.65% FirstMatch conversion → lower the play gate, single-surface UX, board co-visible with roll | Funnel analysis session | Direction adopted |
| D12 | Jun 24 | Diegetic 3D stadium direction: pads on pitch, tunnel as progress, jumbotron, portal reveals | Flat UI → world-space per corpus L8 | In progress |
| D15 | Jun 30 | Scripted wins for the first few matches ("cheated wins") | Guaranteed early jackpot, corpus L14 | Shipped |
| D24 | Jul 9 | PvE simulation simplified: no card choices in PvE (PvP-only feature), shorten toward ~30s | Card-pick timeout created friction and wait time in PvE | Agreed |
| D25 | Jul 9 | Biggest single churn located at first played match (8-9%) | New funnel data, fresh-account tests found no onboarding bug yet | Investigating |
| D30 | Jul 8 | Squad state saves on leaving the game | Direct player request, shipped same day, player noticed immediately | Shipped |
| # | Date | Decision | Rationale / evidence | Status |
|---|---|---|---|---|
| D22 | Jul 9-10 | Economy rework: disable per-roll income entirely, cash ONLY from matches via fans system. Cash = Tickets Sold × Ticket Price, fanbase grows from match moments, capacity and ticket price upgradable | Ties income to the retaining action (matches) instead of the churning one (rolling), Arda's formula spec | In build, the week's core work |
| D23 | Jul 8-10 | Stadium plot progression Free/L1/L2/L3 built, direction: move stepped buttons to upgrade trees, every purchase must show its exact effect | Yel: purchases must feel rationed and legible | L1-3 shipped, tree pending |
| D13 | Jun 24 | Mutation tiers locked: Foil ×2 / Flare ×3 / Confetti ×5 / Pyro ×7 / Aurora ×10, reserved ×25 live-ops slot | Naming collisions with pack tiers resolved, stadium-atmosphere throughline | Shipped |
| D21 | Jul 8-10 | Moments reworked as skins: old moment cards frozen (kept, not rollable), moments obtainable only as skins on default cards via packs, each skin shows the real-life moment that inspired it | Makes moments monetizable (packs + skins) without inflating the card pool | Shipped Jul 8, spec refined Jul 10 |
| D14 | Jun 26 | Live moments pipeline: daily Vercel cron pulls real World Cup match data, generates boost cards during live matches | The tournament wedge, unique differentiator | Live |
| # | Date | Decision | Rationale / evidence | Status |
|---|---|---|---|---|
| D16 | Jul 1 | Challenges/duels shipped: opt-in, disable-able in settings, no rewards initially | Social layer without economy risk | Live |
| D17 | Jul 6-7 | PvP arena: one-pair-at-a-time proposal rejected by Yel (area must not be exclusive) → client-side parallel matches on the shared center pitch | Spectator value traded for throughput, solved technically instead | Shipped |
| # | Date | Decision | Rationale / evidence | Status |
|---|---|---|---|---|
| D19 | Jul 7 | 2x cash pass shipped, luck pass hidden for UI space (resurface when player earns free luck) | First passes live | Shipped |
| D20 | Jul 7-10 | Direction: 5-8 dev products modeled on Build a Soccer Squad's catalog (rerolls, refreshes, coin bundles, OP moment rolls, cash bundles), consider roll-cap after full squad to open reroll monetization | BASS earns rank #39 with only 8 products, comp-anchored | Planned for weekend update |
| DL1 | Jul 10 | Monetization law (Yel): players are trying to beat their best XI, every monetization option should help them do that | Candidate for the law bank | Stated |
| D27 | Jul 9 | Metric goals set: conversion to 0.47% (green), average spend per payer to 100 Robux, continuous D1/D7 uplift | First explicit metric targets in channel | Active |
| # | Date | Decision | Rationale / evidence | Status |
|---|---|---|---|---|
| D8 | Jun 18 | Custom events added before deciding: Roll Count Till Match, match-count funnel | Instrument first (Arda) | Shipped |
| D10 | Jun 18 | Feedback button shipped, produced immediate player comments | Direct player-voice channel | Live |
| D18 | Jul 7-8 | Console access enabled after gamepad review | "TON of players from computer," consoles statistically strong per Arda | Live |
| D28 | Jul 9 | 3-week roadmap: W1 finish progression + collect data, W2 polish whichever core (matches vs rolling) the data favors, W3 content + dailies/quests/events + monetization | Branch-on-data plan (Danyil) | Active |
| D29 | Jul 10 | Data collection and custom events prioritized before the big update ships | "May be even more important than the upgrade system itself" (Arda) | Agreed |
| D31 | Jul 7 | Weekly metric expectations requested from the team (Yel) | Proto pre-registration | Requested, not yet ritualized |
Upgrade trees vs stepped buttons (D23), full autoroll revert (D5), roll-cap after full squad (D20), in-world 3D roll model and halved first step (Yel Jul 9), fans/managers as physical models around the stadium (Yel Jul 9), first-match churn cause (D25), post-tournament plan after the July 19 final (not yet discussed in channel).
Superseded 2026-07-10 by v2 (full-month coverage, 6 eras, genealogy chains, law candidates). Kept for the KB's supersession pair.