World Cup RNG · Teardown of our own game
District Bloom · Roblox · internal teardown · July 2026

World Cup RNG

A football RNG gacha bolted onto the real 2026 World Cup: roll the dice, pick one footballer out of three, build an XI, play a match, build a stadium. This is a teardown of our own game — not a competitor's. Based on a recorded live session from 13.07.2026 (53 minutes, 108 screenshots) and cross-checked against the sources of that exact build.

01

The main point: the first ten minutes are exemplary — the roll gives you a choice rather than a random card, the match pays, the stadium grows. After that the game stops asking anything of the player: the squad resets after every match, you can roll endlessly and for free, and OVR 87 beats absolutely everyone. By minute 38 of the recording there was no reason left to carry on — and that is the same cliff analytics sees as D2 ≈ 5%.

Classification · Game atoms

Pick one of three random players to assemble a team and clear opponents.

Verb
Pick
Theme
World Cup
Systems
RNG Roll; Collection; Tycoon Construction; Passive Earnings; Upgrade Tree; Inventory and Equipment
Economy
Roll three players → pick one → assemble the XI → play a match → spend cash and wins on the stadium and collection → unlock opponents.
Pre-class delta
Before play: Roll. After play: Pick. RNG generates the offer, but selection is the repeated player action.
Mask
Present — RNG fronts a Pick-driven squad builder.
Canonical signature
Archetype: RNG-COLLECTOR
Loop: roll → pick → assemble → compete
Modules: rng-roll + collection + tycoon-construction + passive-income + upgrade-tree + inventory-equipment
Context: world-cup | seasonal | single
Progression: power-ladder
Monetization: wall:OVR/opponent-gate → offer:luck/roll/stadium
Ceremony: rarity-reveal
RNG-COLLECTOR: roll→pick→assemble→compete + rng-roll + collection + tycoon-construction | {world-cup · seasonal · single} × power-ladder $ OVR/opponent-gate→luck/roll/stadium ! rarity-reveal
How to read this document, and where the numbers come from. The build under review is the one the recording caught on the evening of 13 July — and it turned out to be more valuable than expected: it is the last snapshot of the game before the most urgent economy fix.
Part A · Overview

Overview

What this game is, what already works in it, and where it loses the player.

00 / Headline

A strong first session with nothing to follow it

The game already earns and already feels like football: a roll is a decision, not a lottery ticket. But everything that retains fits inside the first ~15 minutes. After that the loop stops pushing back: the squad wipes itself, the dice roll free and without end, the opponents run out. The recording catches the moment where there is no point playing on — and it lines up with the second-day collapse in analytics.

Takeaway 1 · What the loop sells

"Roll the dice — build a dream team out of real stars — beat the world champion"

The fantasy works, and it is rare for the RNG genre: a roll gives you a choice of one out of three for a specific position, not a random card into a bag. That is already half a squad builder.

Takeaway 2 · Why it works
  • A roll = a decision: three candidates for different positions, and you can skip for free.
  • OVR is one legible progress number, and the same number computes the win chance.
  • The 2026 World Cup live layer: real fixtures with countdowns, a results ticker, moments tied to real goals.
  • Galaxy Roll is an honest conversion door: 96% of all first purchases.
Takeaway 3 · The main risk

The game dismantles itself: after a match it demands you rebuild the squad from scratch, and the free dice roll without limit.

Attachment to the club never has time to form, and progression meets no resistance. By minute 31 OVR 87 beats the whole opponent ladder; by minute 46 you can walk away for an hour and nothing changes.

~10% → ~5%
D1 → D2 (the second-day cliff)
1.27
visits per day per player
96% / 93%
of first purchases = Galaxy Roll / of those, bought nothing else
16.7%
share of revenue from the top 1% (genre norm 40–60)
A 1-in-3 choice instead of blind gacha A live layer of the real World Cup Galaxy Roll: ×15 daily revenue in 48h The match is passive waiting No rung between 6 and 119 Robux The squad resets after every match There is effectively no losing The Russian localisation is machine-made and broken in places
Part B · Gameplay

How it is actually played

The core loop, the first minutes, and where the session breaks.

01 / Core loop

The roll is a decision. Everything after the match is not

The loop is assembled better than in a typical RNG competitor: the dice hand you not a card but a choice of three for a position, and every choice moves one legible number — OVR. The loop breaks where it should close: instead of returning the player to his squad, the game invites him to take it apart and build a new one.

Roll the dice
luck · Robux
x1 · GALAXY
Pick 1 of 3
a decision
position · nation · tier
Build the XI
11 / 11
OVR ↑
Match
~45 sec
you watch the sim
Luck + cash
for goals
stadium · moments
Break up the squad ↺
forced
"build a new team"

Cash goes into the stadium; luck is fuel for the next rolls. The last node is not a metaphor: it is the game's literal instruction after a win.

GIF The 'Choose a player' screen: three cards — Ueda 84 ST, Meunier 80 CB, Sow 79 CM — with NEW! badges and a SKIP button
The heart of the game is a choice, not a lottery. Three candidates for different positions: Ueda 84 ST (1 in 175, Elite), Meunier 80 CB (1 in 70), Sow 79 CM (1 in 55). At the bottom, "SKIP": you can always decline, for free. The same shot shows a defect: the flash promises "Better than your ST" in Latin script, while the card's own badge reads Cyrillic "СТ" (“ST”). recording 23:46
The hub after a win, with the banner 'Great! Build a new team and play again to increase your luck!'
The game itself asks you to break up the squad. The literal banner after a win: "Great! Build a new team and play again to increase your luck!". Alongside it: CASH 1.61K, Luck 37/37, a Moment Pack at ◎10 and the World Cup ticker ("ARGENTINA DOWN SWITZERLAND 3-1 · BOOSTED"). This is the product's central contradiction: OVR promises a growing club, while the loop demands you wipe it. recording 15:02
GIF A match: player cards laid out across the pitch, the sim running with a scoreline and a commentary feed
You watch the match, you do not play it. A ~45-second sim: cards stand in their positions, the score on top, a minute-by-minute commentary feed down the side. There is not a single decision inside the match — hence "boring to wait", and hence the pull towards auto-roll. recording 09:19
GIF Opening a RUBY pack labelled TAP TO OPEN, with a moment card dropping out
The best ceremony in the game. A "RUBY" pack → "TAP TO OPEN" → a moment card. It is the juiciest beat in the whole recording — and the only place the game delivers a genuine surprise. The "TAP TO OPEN" label, meanwhile, is left in English in the Russian client. recording 10:28
02 / The first minutes

The onboarding quietly rigs things in your favour — and it is right to

The first rolls are not random: the game scripts them to teach synergy and to stop you failing. The technique is good, but it also exposes how little the loop steers anything after that.

The first roll in the recording produced Grimaldo, Cubarsí and Gavi — three Spaniards. That is no coincidence: on the first two rolls all three candidates are forcibly swapped for the weakest cards of a single nation, so the player spots the link himself and builds his first bit of chemistry. The game then spells it out: "Put players from the same country together".

What the onboarding scriptsHow it looks in the recordingWhy
Rolls 1–2: three cards of one nation, deliberately weakGrimaldo / Cubarsí / Gavi — all Spain 03:16show synergy before the player starts optimising
The nation hint"Put players from the same country together" 04:33explain the green links in the squad
The reveal cutscene only on the first rollsafter that the animation gets shorter 05:36not to get in the way of an experienced player's pace
The first matches are riggeda 4:0 win straight away 09:39give a taste of winning before any risk appears
The BEST SQUAD modal: a 4-3-3, OVR 77, the caption 'base 73 +4 synergy', green links between the Spaniards
Synergy is visible and honestly calculated. "BEST OVR 77" = "base 73 · +4 synergy". A green link glows between Cucurella and Grimaldo — both Spain; the rest of the links are gold. Every neighbour of the same nation gives +2 to the rating. And three localisation defects at once, right here: the forward line is labelled "Передний привод" (“front-wheel drive”), and the names within a single squad are jumbled — Larin, Watkins, Grimaldo in Latin script and Крамарич, Рэшфорд, Кукурелла (“Kramarić, Rashford, Cucurella”) in Cyrillic. recording 11:10
A moment card: 90 CM +3, Fernandez, 1 in 1,800, Legend, with a COMPLETED COMEBACK story in English
A reward you cannot find. The pack drops Fernández 90 CM +3, 1 in 1,800, tier "Legend", a "World Cup '26" badge — the visual language of a top-end acquisition. But in the shop, moments are sold as "a random MOMENT skin to wear on your card" — that is, it is a skin. The player hunts for the 90 in his squad and does not find him. The moment's story ("COMPLETED COMEBACK…") is left entirely in English. recording 10:39
Part C · Under the hood

The real numbers

What the game actually computes — checked against the screen, not guessed from it.

03 / Rolls, luck, rarity

Chance is a pure function of rating. The rarity tier plays no part in the maths

Card ratings run 72–99, and each rating has its own denominator: the chance of pulling a card = luck / denominator (capped at 1). The tier ("Pro", "Elite", "Legend", GOAT) is a label on the card: it takes no part in the draw. The roster size disagrees across sources — the on-screen index shows 423 players, the team quotes "400+ base cards and ~93 moment skins", and the config gives 472 entries by tier. The difference is most likely about whether moments count as cards; one number is worth pinning down.

This is not a reconstruction — it matches the screen to the letter. Every "1 in N" the game shows on a card is exactly equal to the denominator of its rating:

Card in the recordingRatingShown in gameDenominator in code
Sow, CM791 in 5555matches
Meunier, CB801 in 7070matches
Ajer, DEF811 in 100100matches
Ueda, ST841 in 175175matches
Fernández, CM (moment)901 in 1,8001800matches

On all five cards legible from the screen, the displayed chance is exactly the denominator of the rating. So the odds display is honest — a rare plus for the genre. But an unpleasant corollary follows: since only the rating sets the chance, the rarity tier tells the player nothing beyond the number on the card. Eight tiers work as a colouring scheme, not as an axis of progression.

Open question — to check before anything goes out externally. Some cards do not fit the rule: on one screen "Rui Silva 72" is shown as 1 in 3, on another as 1 in 150; "Diop 77" is shown as 1 in 500 against a table denominator of 25; the moment card "Rashford 89" as 1 in 26,000 against a table value of 1,300. Either moment cards and some other cards have their own source of chance, or the display sometimes shows the wrong denominator. For now this does not qualify as a bug — but if it is confirmed that the same card shows different odds on different screens, that is a direct hit to trust in the odds display, and trust in the odds is the only thing holding a gacha together.

Eight rarity tiers — and one of them is called «Повышение» (“a pay rise”)

The tiers are labelled on the cards like this: Любитель (Amateur), Перспектива (Prospect), Повышение (Rising), Профессионал (Pro), Элита (Elite), Мировой класс (World Class), Легенда (Legend), GOAT. The third in that list is a translation error: Rising in a football sense means "a rising star", whereas «Повышение» in Russian means a pay rise. The player sees a word on the card that describes neither the rarity nor the player.

The denominator curve — this is the entire "depth" of the collection

Rating727580848890929599
1 in N312701758001,8008,00030,000300,000
Chance at luck 7 (start)100%58%10%4%0.9%0.4%0.09%0.02%0.002%
Chance at luck 37100%100%53%21%4.6%2.1%0.5%0.1%0.01%
Chance at luck 67100%100%96%38%8.4%3.7%0.8%0.2%0.02%

This shows what luck is for — and why its value does not read in the recording. Between luck 7 and 37 the chance of an 84 grows from 4% to 21%, but the player sees neither this table nor a before/after: he sees only the "luck" number and the fact that good cards drop anyway. A roll is never empty — if no group clears the threshold, the game hands over the most common available card.

The knob that calls itself the master — and is not. The luck settings file is labelled in code as "MASTER KNOB of the whole game", and the same file holds the "Team OVR → luck per match" curve. In the recording it never executes once: the branch that reads it only fires on an empty squad, and a match will not start without a full squad. Luck is actually granted by a different formula — "luck per goal × opponent difficulty". On top of that, the comment above the curve promises "80 → +5, 100 → +420", whereas the table gives +9 and +50. This is not cosmetic: this is the exact knob the digest called "the single most important one in the whole game, and it has to be settled before touching money".

Mutations — the mysterious "+N" nobody can work out the rule for

In the recording it jumps out that some cards carry a "+N" and others do not, and the logic does not read. Here is the logic — and it does not depend on luck at all:

MutationRating bonusChanceEffect
Shiny+21 in 20 (5%)foil
Pyro+31 in 50 (2%)fire
Aurora+51 in 125 (0.8%)aurora, enlarged VFX

They are checked from rarest to most common, and the first one that fires wins; the total chance of any mutation ≈ 7.7%. The mutation rolls together with the offer — so the player sees exactly the card he will get. Nothing in the interface explains what it is, or why your neighbour has one and you do not. recording 34:38

04 / Opponents and win chance

A ladder of 15 opponents, the last four of which cannot be beaten

The formula is simple and honest: chance = 50% + (your OVR − opponent OVR) × 3%, clamped to 1…92%. Client and server read the same number, so the displayed percentage is real. The problem is not the formula, but where it leads.

The CHOOSE YOUR OPPONENT screen: Academy XI OVR 70 71%, Sunday League OVR 73 62% for $500, Group Stage XI OVR 76 53% for $1500
The formula agreed with the screen to the percentage point. At a Team OVR of 77: Academy XI (OVR 70) → 71%, Sunday League (OVR 73) → 62%, Group Stage XI (OVR 76) → 53%. Exactly what 50% + (77 − OVR) × 3% gives. The button underneath, meanwhile, reads "PLAY ACADEMY XI" — left in English. recording 08:51
The end of a 4:0 match with the commentary feed and the moment cards that dropped
The match pays luck for goals, not for the win. Reward = luck per goal × opponent difficulty, decaying by 0.6 on each subsequent goal: for the Academy that is 2 → 3.2 → 3.9 (capped at 5), for the top opponent up to 175. A defeat pays 1. The commentary feed and the scoreline are in English. recording 09:39

The full ladder and what is wrong with it

#OpponentOVRUnlockLuck per goalChance at OVR 87Chance at OVR 100 (ceiling)
1Academy XI70+292%92%
2Sunday League73$500+392%92%
3Group Stage XI76$1,500+483%92%
4County Cup XI79$4,000+674%92%
5Continental XI82$10,000+865%92%
6National Side85$20,000+1056%92%
7Elite World XI88$35,000+1347%86%
8Champions XI90$50,000+1641%80%
9World-Class XI95$80,000+2026%65%
10Legend XI100$125,000+2511%50%
11All-Star XI110$250,000+301%20%
12Galactico XI120$500,000+361%1%
13Icon XI130$1,000,000+421%1%
14GOAT Squad140$5,000,000+551%1%
15Ultimate XI150$10,000,000+701%1%
Defect 1 · The top of the ladder is unreachable

Cards in the game run 72–99. So Team OVR tops out at roughly 100. Yet opponents #12–15 have OVR 120–150.

Even a perfect squad of nothing but 99s takes Galactico, Icon, GOAT and Ultimate at a 1% chance — that is, loses 99 times out of 100. And they have to be unlocked for $500,000 … $10,000,000. The last four opponents are scenery with a 16.5 million price tag.

Defect 2 · The bottom of the ladder is collapsed

The chance ceiling is 92%. At OVR 87 the first six opponents are already indistinguishable.

The Academy (OVR 70) and Sunday League (73) both give 92%, although a whole rung separates them. The player stops choosing: there is no difference, and the luck per goal is higher on whichever one is unlocked. This is exactly what the recording renders as "OVR 87 is more than enough to beat everyone".

Defect 3 · The ladder costs 17 million

Unlocking all 15 opponents costs $17,076,000.

This is the only substantial cash sink in the game. And in the recording the entire stadium cost ~142,000 — meaning the opponent ladder is 120 times more expensive than the stadium, and it dead-ends in opponents who cannot be beaten.

In sum: with a realistic squad (OVR 87) the meaningful choice is opponents 3 through 8: below that it hits the 92% ceiling, above it falls to 26% and lower. Even a perfect squad of nothing but 99s gets honestly as far as #10 (Legend XI — exactly 50/50) and stalls there: #11 is taken at 20%, and #12–15 at 1%. The last four opponents are unbeatable by design, and together they cost $16,500,000.

Part D · Money

Economy and monetisation

Where cash comes from, where it goes, and what we sell.

05 / Stadium and cash

The stadium is the only honest revenue engine. And it turned out to be leaking

The design intent is right: a match draws a crowd, the crowd pays for tickets, tickets build the stadium, the stadium holds a bigger crowd. A compounding loop tied to actually playing. The problem is that in the recording the money arrived bypassing it.

ParameterValue at startHow it is calculated
Capacity100 seatsgrows from stadium pads
Ticket price$5grows from pads
Fanbase100+4 per match, +4 per win, +3 per sell-out, +1 for each skin worn
Demand per match45–110fanbase × random 0.45–1.10, capped at capacity
Revenue per match$225–$500tickets sold × ticket price
The whole stadium~$142,00023 upgrades, from $200 to $16,800, 4 levels (gates at 5 and 16 purchases)
GIF Buying a stadium pad: the player steps on the pad and the ground builds out
Pads are bought by standing on them. At most 3 pads are visible at a time — always the cheapest available ones. Good technique: the choice does not paralyse, progress is always one step away. recording 16:05
Stadium pads on the pitch: PITCH BORDER TRIM +10 CAPACITY $325 and SMALL ENTRANCE GATE +30 CAPACITY +$1 TICKET $3300
The clue that dates the build. The PITCH BORDER TRIM (+10 capacity, $325) and SMALL ENTRANCE GATE (+30 capacity, +$1 on the ticket, $3,300) pads are priced in cash. In the save made the same evening three hours later, those same upgrades already cost wins (7 and 20). So the recording caught the economy before the fix. recording 19:47
The leak this was all about. In the recorded build every roll printed cash according to the rarity of the card that dropped — and paid Galaxy rolls guarantee Legend or better. By the digest's estimate, ~170 Robux of rolls print the entire $142,000 stadium. This is exactly what the "199 Robux safe" was killed for once already — the mechanic came back dressed as a roll. In the recording you can see it with the naked eye: at minute 40 auto-roll goes on, the player steps away from the keyboard and the money comes in by itself. The morning call on 13 July called this "the most urgent fix in the whole plan" and tasked Danyil with closing it by Friday; the 22:27 save shows the flag already off and the stadium switched to wins. The recording is the last document of the leaking economy.

What this breaks downstream

06 / Monetisation

A conversion door 96% wide — and almost nobody walks any further through it

Galaxy Roll is the best thing in the monetisation: a cheap impulse right inside the fun. 96% of all first purchases are it. But 93% of those who walk through buy nothing else, and only 2% ever take a game pass.

The shop: SKINS PACKS with MOMENT PACK at 10 and ICON PACK at 20, CASH with STACK $8.00K at 13, GALAXY ROLL
The shop is entirely in English. "SKINS PACKS — open a pack, unlock a moment skin": MOMENT PACK ◎10 ("a random MOMENT skin to wear on your card"), ICON PACK ◎20. "CASH — instant cash": STACK $8.00K for ◎13. "GALAXY ROLL — premium rolls, every card LEGEND or better, luck cranked x20". Not a single Russian string. recording 11:54
The FREE LUCK modal with three tasks worth +10 luck each and CLAIMED buttons
The only retention hook is one-shot. "Support the game and get +10 luck": like, favourite, join the group. That is +30 once in the lifetime of an account. The second item is labelled "Любимые IT" (“favourite IT”, as in information technology) — a machine translation of "Favorite it". The buttons read "CLAIMED". recording 14:56

The full storefront as of the recording

SKURobuxWhat it givesHow it performs in the dataVerdict
Galaxy Roll ×16a roll with a Legend floor, luck ×2096% of first purchases; median between purchases 0.4 min; record — 197 rolls one at a timeKEEP
Moment Pack10a random moment skinthe first one is given freeKEEP
Cash Stack $8K138,000 cashsells progress itself, not accelerationKILL
Icon Pack20an ICON moment skin~5,000 Robux, a third of buyers came backKEEP
Featured Moment39the current rotating skin (rotates ~2h, pool of 8)a flop: 23 buyers. Expensive next to the pack at 20, and invisibleFIX → 19–25
Galaxy Roll ×105510 rollsshipped on 13 July — a rung the digest had not yet seenSHIP
2× Cash Gain109×2 cash from every rollbecomes inert the moment cash printing is switched offKILL
2× Luck Gain119×2 luck from matches148 sales in 3 days against 39 in a week at 149 — the price has been foundKEEP
Galaxy Roll ×2512925 rollsshipped on 13 JulySHIP
Auto Rollpassauto-rollthe same thing is buyable for in-game cash in the upgrade tree — the pass sells something freeFIX
Auto Equip Bestpassauto-fielding the bestgives nothing: auto-equip fires for everyone unconditionally, with no ownership checkKILL
Observation 1 · The 6↔119 gap is already partly closed

The digest wrote that between the roll at 6 and the pass at 119 there was not a single rung. By the evening of the recording there are five: 10, 13, 20, 55, 129.

The 10-for-55 and 25-for-129 bundles — exactly what the digest proposed shipping — were already in the shop. So pain #2 on our list needs re-measuring, not solving again: the question now is not "is there a rung" but "does it convert".

Observation 2 · Two passes are sold for nothing

"2× Cash" becomes a dud after the economy fix; "Auto Equip Best" is a dud already.

This is not a hypothesis: auto-equip is called on every card added, with no check at all that the pass was bought. Both SKUs are a direct refund and reputation risk, and both are fixable before the World Cup final.

Observation 3 · The whale vacuum

The top 1% brings in 16.7% of revenue against a genre norm of 40–60%.

The most expensive item in the game costs 129 Robux. A big spender has nothing to buy — not because he does not want to, but because there is nothing. Tellingly: the things that would fill the vacuum (VIP, expensive packs, Icon/GoatHunter) already existed and were cut.

Part E · The trump card and retention

What brings the player back

The one thing competitors do not have — and the thing we do not have.

07 / The 2026 World Cup live layer

The strongest thing in the product — and it barely feeds the loop

The game is bolted onto the real World Cup: a fixture grid with countdowns, a ticker of real results, moments tied to real goals, a bonus to cards of whichever nation won yesterday. No RNG competitor has anything like it. But today it is wallpaper: you can look at it, you can barely act on it.

The WORLD CUP panel with the fixture grid and countdowns to real matches
The real World Cup calendar inside the game. France–Spain (in 1d 1h), England–Argentina (in 2d 1h), the semi-final and the final. Tabs: «Жить / Запланировано / История» — nominally "Live / Scheduled / History", though the first is itself a mistranslation (§12). This is a ready-made reason to come back — but the game asks you to do nothing by those dates. recording 14:20
The NEWS panel with English headlines from real matches and a BOOSTED tag
The ticker with its BOOSTED tag. "ARGENTINA DOWN SWITZERLAND 3-1 · BOOSTED", "ENGLAND SNATCH IT VS NORWAY 2-1 · BOOSTED". There is real mechanics behind it: every card whose nation won a real World Cup match in the last 12 hours gets +2 to its rating. The panel heading is in Russian, all of the contents are in English. recording 19:47
What is already built
  • Live fixtures with countdowns
  • A ticker of real results
  • +2 to cards of the winning nation (12h)
  • Moments tied to real goals
  • Featured Moment rotating every 2 hours
What is missing

The live layer demands nothing of the player and rewards him with nothing for coming back.

The nation bonus arrives by itself; you do not need to know about it. There is no "field a Spaniard before Spain play", no "log in after the final", no set closing out. The event happens next to the player, not to him.

A hard deadline

The 2026 World Cup final is once-and-for-all content.

A commemorative trophy for everyone online at the final; a limited skin; the WC26 set closing at the final whistle. Miss it and it is gone for good — there will not be a second World Cup. And the plan for it, by the digest's own assessment, is 26 steps with no owners and no dates.

08 / Retention

The problem is not session length. The problem is that there is nothing to come back for in the evening

A ~15-minute session is above the Roblox benchmark. And daily time in game of 14–19 minutes is at the bottom of the band. Divide one by the other: 1.27 visits per day. The player enjoys the visit and does not come back the same day.

~10%
D1 (peak 12.9%)
~5%
D2 — the weakest plank in the curve
1.5% → 3.27%
D7 on update release day
~15 min
average session

D7 doubling on the day the stadium and Galaxy Roll shipped is the most honest signal in the whole dataset: shipping an update is itself our retention mechanic. The tails of old cohorts bent upward that day — the dormant came back. It works, but it is not a mechanic, it is manual labour.

HookWhat it doesState
"Free luck"like + favourite + group = +30 luckone-shot for the lifetime of an account
Weekly updatesthe only thing that actually lifts D7works
The World Cup ticker and fixturesa reason to know what is going ondoes not require a return visit
Daily reward (7 days: $1K → GALACTICO pack)the table exists in codenot wired to anything
First match+5 luck, onceok
First 2 matches riggedguaranteed winsok
Pushes / drop countdowns / happy hournone at all
A ready-made hook sits in the code and nobody calls it. The seven-day login reward table — $1,000 / $2,500 / SILVER pack / $10,000 / GOLD pack / $50,000 / GALACTICO pack — is in the config, but no service ever requests it, and the player profile has neither a streak field nor a last-login date. It is the only mechanic in the game aimed directly at the second-day cliff, and it sits switched off. An honest caveat: wiring it up is not enough — days 3, 5 and 7 hand out packs, and the pack rail is dead too, so only the four cash days would work. And $1K–$50K against a $17m opponent ladder is noise.
09 / Session pacing

The game loses the player at minute 31 — and you can see it in the recording

The peaks land on new territory: the first roll, the first match, the first moment card. The troughs are not about difficulty but about its absence: the squad wipes, the dice roll free, the opponents run out. Below is engagement minute by minute across that same 53-minute recording.

high mid low ↑ engagement / “something to do” boredom threshold → exit risk 01020 304053 min first roll · 3m first match 4:0 · 9m moment 90+3 · 11m squad wipes · 15m “no point playing” · 38m “you cannot lose” · 51m OVR 87 beats everyone · 31m

How to read this. The green zone on the left is the ramp-up: new territory every ninety seconds. The red zone on the right is the stretch where the curve dropped below the boredom threshold and did not come back. Important: this is one session — and the average session in the game lasts 15 minutes, so the mass-market player leaves at the very peak, before the collapse. He meets the collapse on his second visit. That is precisely what prints D2 ≈ 5%.

Peak · 0–12 min

Everything is new and everything is free.

Rolls, the first squad, the first win, the first moment card. The onboarding rigs it and does so invisibly. Here the game works without a single complaint.

Trough · 15–27 min

Passive boredom: the squad resets, the match is watched.

The first "why bother" arrives at exactly the moment the game asks you to break up the team it has just helped you build. Then 45 seconds of simulation with no decisions in it.

Cliff · 31–53 min

Active pointlessness: no resistance is left.

OVR 87 beats every available opponent. The dice roll free and forever. You can walk away for an hour. You cannot lose. The game has stopped asking for anything — and this is not a trough you pull a player out of with a reward, it is the end of the content.

Part F · Weak spots

Where it hurts

First what the team has already discussed and quantified. Then what is visible in the recording and was absent from those discussions.

10 / What we already discussed internally

The six pains we anchor every finding to

These are not fresh observations — they are what the analytics session and the 13 July call already named, quantified and assigned. Here they are gathered with the numbers, the people who raised them and their current state, so it is visible what moved on its own while we were tearing the game down.

PainNumbersWho raised itWhat was decidedState right now
The D2 cliff
"problem #1"
D1 ~10% → D2 ~5%. Every cohort halves Yelnur opened the meeting with it; confirmed by the digest the economy "with intent, not by intuition": a day-1 cliffhanger → the first 7 days → day 28. Happy hour, dailies (Arda) in progress, no mechanic yet
The leak: rolls print cash ~170 Robux print the entire $142,000 stadium the digest + Yelnur independently "the most urgent fix in the whole plan". Owner Danyil, by Friday closed the same day — the 22:27 save is already leak-free
The 6↔119 cross-sell gap 96% of first purchases = Galaxy Roll · 93% bought nothing else · 2% took a pass · median time to a pass 12 min the digest 10-for-55 and 25-for-129 bundles + a 2× Luck upsell after the third paid roll the bundles are already in the game — re-measure, do not solve again
The whale vacuum top 1% = 16.7% of revenue against a norm of 40–60% the digest + Arda + Yelnur scale (bundles) + scarcity (limited skins 399–999) + completion (era sets). "The answer is never power" not started
Thumbnails < 2% CTR CTR 1.5% → 1.1%, target at least 2% Danyil 5 thumbnails → 3 permanent + 2 experimental. Owner Mike + Yelnur + Martin Mike's iterations have already failed a round
The second daily visit session ~15 min (above benchmark) + daily time 14–19 min (bottom of the band) = 1.27 visits the digest drop countdowns, happy hour, a day-2 gift, a push after the first Legend not started
The top-of-progression cliff 23 upgrades, 4 levels, ~142,000 cash. "There is almost nothing in the top level". Plus 150–250 Robux = a full Legend XI in an hour the digest + Yelnur Martin is expanding the 3D; levels 5–8; keep the Legend floor and track it partly
Contradiction 1 · The "30 minutes" goal aims at the wrong thing

The call set a goal of raising the average session to 30 minutes. The digest wrote the same day that 15 minutes is already above the Roblox benchmark.

If the digest is right, that is a completely different lever: the problem is not "make the session longer" but "manufacture the second visit". Two teams are pulling in different directions, and it has not been resolved.

Contradiction 2 · Cash packs

The digest: "dead forever", the config is empty. The call: "remove them, but maybe keep bags worth 1–3 pads", and the biggest bag buys the entire stadium.

Two incompatible statements about what is even on sale. The recording settles it: a Cash Stack $8.00K at ◎13 is in the shop — so the packs are alive, and the call was right.

Contradiction 3 · CTR and playthrough are mixed up

The "2%+" goal was set against CTR (1.1–1.5%). But a playthrough rate of 1.87% appears alongside it in the discussion — that is a different metric.

You cannot line 1.87% up next to 1.1–1.5%. The risk: seeing "nearly 2%" where it is actually 1.1%, and closing the task.

11 / Fresh eyes: what was absent from the discussions

The game lies to the player with three labels in a row — and each has a cause in the code

Below is what only becomes visible when you sit down and play. This is not "it just seemed that way": for every item a mechanic was found, not a symptom. Grouped by how hard it hits trust.

Rank 1 · Labels that promise the wrong thing

A roll: the Ueda 84 ST card with a 'Better than your ST' flash, the squad behind it holding 100 and 90 forwards
"Better than your ST" on an 84 card — with 100 and 90 forwards in the squad. The team on the scoreboard is OVR 87. This is not a one-off glitch: two minutes later an 81 gets the same flash with the same forwards. recording 23:58 and 26:01
A second instance: the Ahmed 81 СТ card with a 'Better than your ST' flash
A second, independent instance. Ahmed 81 СТ, a "Better than your ST" flash, and in the squad behind it — СТ 100 (+2) and СТ 89 (+2). The same shot shows the alphabet mixing: the name Ahmed in Latin script against a Cyrillic СТ (“ST”) badge, and on the card next to it the reverse — Диоп (“Diop”) in Cyrillic against a Latin CB badge. recording 25:33
The cause has been found, and it runs deeper than it looks. The comparison takes the raw base rating of the offer and compares it with the raw base rating of the weakest card you hold in that position. Meanwhile the card on the pitch displays the boosted rating (moment skin included), and Team OVR is also computed from boosted values. So: a forward with a base of 79 wearing a moment skin at 96 displays 96 and is compared as 79 — and the 84 honestly is "better" on the only number the server looked at. The proof that this is exactly what is happening: the base roster ends at 99, so a card displaying 100 physically cannot be a base card — it is boosted. The player reads one number, the game compares another. The flash answers the question "will this replace your worst forward on a scale we do not show you", and phrases the answer as "Better than your ST".
Lie 2 · "NEW!" is on almost always

The badge means not "you have not seen this" but "you have not taken this".

A card is written into the index only when it is chosen. And chosen cards are excluded from future offers. So the two sets almost complement each other: everything you are offered is something you did not take, i.e. "new". The badge lights up on every card, always, and carries no information. Everything hanging off it breaks with it: "duplicates are shown more modestly" and the new-card sound almost never fire correctly.

Lie 3 · The game will never say "worse"

The "Worse than your …" label exists in code and is suppressed at render time.

The display condition explicitly excludes the "worse" state — such a card arrives with no label at all. Together with the previous two: three labels in a row, and all three can only deliver good news. The player stops reading them fairly quickly — which is what happens in the recording.

Lie 4 · The moment is swapped out silently

What dropped: "Fernández 90, Legend, 1 in 1,800" — what landed in the squad: Fernández 87, World Class.

A moment is a skin on the hero's base card. On receipt the game swaps the moment for the hero's base card and takes that card's rarity. The display promised a Legend at 1-in-1800; the squad got a World Class. Nothing in the ceremony warns about this — hence the hunt for "that 90" who does not exist. The +3 bonus itself is real and does reach Team OVR; exactly one place ignores it — that same "Better than your" flash.

Rank 2 · Card data corruption

The 'Rui Silva' card, goalkeeper, DR Congo flag, with a portrait of Lionel Messi
One card, three mismatches. The name "Rui Silva" (a Portuguese goalkeeper), the portrait — Lionel Messi, the flag — DR Congo, position GK, a kit in Brazil's colours. Name, face and nation do not agree in any pairing. recording 06:07
The end of a match with the 'Вежливый' card, 84, goalkeeper, Belgium
The clue that explains everything else. The card "Вежливый" (“polite / courteous”) — 84, goalkeeper, Belgium, Elite, 1 in 175. This is Thibaut Courtois: the French Courtois means "courteous", and the pipeline translated the surname as a word. Next to it: Rudiger without its umlaut and Порро (“Porro”) in Cyrillic — four adjacent cards, three systems for writing names. recording 50:16

«Вежливый» is not a glitch on one card but proof of method: the player list was run through a machine translator that cannot tell a surname from a common noun. The scrambled portraits probably come from the same place. What needs checking is the entire roster (four hundred-odd cards), not just these two — and first of all the surnames that coincide with ordinary words: Courtois, Silva, Fernandez, Williams, Sow.

Rank 3 · Small things that are cheap to fix

WhatWhere it is visibleWhy it matters
«УЛУЧШЕНИЯ» (“UPGRADES”) and «ПРОВАЛИТЬ» (“ROLL”) overlap, rendering as УЛУЧШЕНИЯПРОВАЛИТЬ15:02 · 19:47a layout collision on the game's main button, at a standard 1920×1080
The celebration VFX sits on a cheap card: golden pillars and confetti around a "1 in 3" card, while the rarest card in the offer stands there dull08:11it breaks gacha's main language — "rare looks rare"
The luck total does not add up: "+6 for goals" + "+1 bonus" = 7, displayed as +7.439:180.4 out of nowhere; either a hidden multiplier with no visualisation, or a bug
Left and right backs are mirror-swapped relative to the pitch18:28for a football game, conspicuous sloppiness
The Invite Friends button does not work11:58the only viral channel in the game
The luck editor explains nothing: a heading, a "0…7" number and a bar. No text, no confirmation, no preview of the effect12:16luck is the central currency, and its main screen says nothing about it
In the upgrade tree, locked is indistinguishable from unaffordable: a node costing 1,000 at a balance of 1,610 is shown dark, and nowhere does it say what needs unlocking13:02the player reads it as "expensive", not as "a prerequisite is needed"
12 / Localisation

The Russian version is machine translation with no editing pass, and it breaks meaning

This is the cheapest and most underrated item in the whole teardown. There is no localisation table in the game — Russian is assembled by Roblox auto-translation straight from the English strings. The result is in places not merely clumsy but meaning-changing. Neither the digest nor the call raised it even once.

Translation that changes the meaning

ROLL — the game's main buttonПРОВАЛИТЬ“PROVALIT” in Russian = “to flunk, to fail”. The central button of the core loop invites the player to fail.
FWD — the forward line in the squadПередний привод“Front-wheel drive” — an automotive term. It labels the entire forward line in the squad modal.
CAM — a position pad on the pitchКАМЕРА“Camera”. The attacking midfielder has turned into a film camera, right there on the grass.
Courtois — a goalkeeper's surnameВежливый“Polite / courteous”. The surname was translated as a common noun. Proof that the roster itself was run through machine translation.
Favorite it — a task worth +10 luckЛюбимые IT“Favourite IT” — “it” was read as “information technology”.
Rising — a rarity tierПовышение“A rising star” became “a pay rise / promotion”. It sits on cards next to «Элита» (“Elite”) and «Легенда» (“Legend”).
Auto Roll — an upgrade tree nodeАвтоматический переворот“Automatic somersault”. A “somersault” means nothing in the context of a dice roll.
Boosts — a top bar buttonУсиливает“It boosts” — a third-person verb instead of a noun. The button is called “it boosts”.
Current run — an in-match headingТекущий забег“Current track-and-field heat” — a zabeg is an athletics race. In a football game it reads wrong.
Row Z is fast asleep — a commentator lineРяд Z крепко спит“Row Z is fast asleep”, translated literally into nonsense. The English idiom means the ball has flown into the stands; in Russian it means nothing at all.
Live — the World Cup live-matches tabЖить“Live” as in a live broadcast became the verb “to live / to reside”. It sits next to “Запланировано” (Scheduled) and “История” (History) — a row of nouns with an infinitive dropped into it.

Inconsistency within a single screen

Simply untranslated

The entire shop ("SKINS PACKS", "A random MOMENT skin to wear on your card", "instant cash — spend it anywhere", "premium rolls — every card LEGEND or better"). The upgrade tree tooltips ("+8% luck on every match. Rarer cards, better pulls."). Buttons: CLAIMED, BUY, CLOSE, PLAY, TAP TO OPEN. Half the match reward table: «Забито голов» (“Goals scored”) and «Бонус» (“Bonus”) are in Russian, Tickets Sold and New Fans are not. Every stadium structure. The entire news ticker and part of the commentary feed. The value inside the luck indicator: the heading «УДАЧА» (“LUCK”), and inside it 7 / 7 luck · 100%.

Why this is worth fixing before anything else. There is not a single task here costing more than an hour, no dependencies on game design, no risk of breaking something people paid for. And every one of these strings hits the player in the first few seconds: the main button says «ПРОВАЛИТЬ» (“fail”), the forward line says «Передний привод» (“front-wheel drive”), the rarity tier says «Повышение» (“a pay rise”). Roblox is a platform with a vast Russian-speaking audience, and drop-off on the first steps of the funnel has grown from 5% to 8–9% with the cause still unfound — hypotheses about load time, iPad and the 3D were raised and rejected. Localisation as a hypothesis was never considered at all. That does not mean it is the cause. It means it is worth checking — it is cheaper than all the other hypotheses put together.
Part G · Fixes

What has been proposed

A separate document, a separate project. Here: what it closes and what it does not.

13 / What is proposed and where it stands

The redesign package closes four pains out of six. Two it does not close at all

The target shift is simple: from a gacha machine to a squad builder. The squad lives for weeks, rolls feed it rather than re-rolling it; money comes from matches; wins set the pace, not luck. Below is an honest map: what is proposed, what is already being prototyped, and where the holes in the package are.

Match
different modes
pays cash + fans
A pack of the tier you need
for in-game cash
an OVR floor
Into the PERSISTENT squad
nothing resets
a chemistry puzzle
OVR ↑
+1 always within reach
60–90% affordable
Next tier up 🛸
for wins, not for luck
season · rebirth
PainWhat is proposedThe proposal's key numberState
The D2 cliff a persistent squad + a start at OVR ~40 with a slow curve + a weekly season + a push after the first strong pull and before the season closes the goal is "~2 hours a day across a week" instead of "everything in 2.5 hours" the luck knob is done, the mechanic is not
The cash leak switch off printing on rolls, money only from matches, the stadium priced in wins a single flag flip done by the developers on 13 July
The 6↔119 cross-sell a ladder of packs between 6 and 119 + position packs "a bit pricier than a random one" + the next tier for Robux not a single Robux price in any document structurally closed, numerically not
The whale vacuum bring back what was cut + a whale ladder + status content (limited stadiums, trophies, WC26 once-and-for-all) + an endless pool of 100–110+ packs "the thing that would fill the vacuum already existed and was cut" not started
Thumbnails <2% CTR GAP: zero mentions
The second daily visit season and drop countdowns + pushes the cadence is weekly, not evening-by-evening GAP: the lever is blocked by our own principle
The top-end cliff 100–110+ packs for Robux only + rebirth + a season + icon PVP + a collection by ranges "6 tiers are the basis; beyond that the pool expands almost without limit" not started
Gap 1 · Thumbnails are covered by nothing

On CTR, cover art, traffic and discovery, the five redesign documents contain zero lines.

The whole package is about the core loop and monetisation. Yet a CTR of 1.1–1.5% against a 2% target is a pain that constrains entry, not retention: however much you fix the loop, nobody walks into it. The task formally sits with Mike, but it is not in the package and its iterations have already failed a round.

Gap 2 · The second visit is blocked by our own principle

The proposal states it outright: "Nothing is earned while idle".

It is an elegant and correct principle for an economy — and it also blocks the main lever of the second visit. The genre classic (it has accrued over 3 hours — come and collect) becomes forbidden. What is left is weekly timers and pushes, i.e. a treatment for "tomorrow" and "this week", whereas the metric is about "this evening". It is a deliberate trade-off, but nowhere is it named as one.

Gap 3 · The promise to the client diverged from the implementation

The client was told "6 tiers = 6 stadium levels". In the prototype the tiers are decoupled from the levels, of which there are still 4.

Done deliberately, to avoid modelling new 3D. But the proposal reads otherwise, and it is worth saying so out loud before someone notices. Same place: the proposal describes adding "low" cards at 40–71, while the plan cancels that in favour of a remap.

What of this already lives in our prototype

Below are our changes, not the game. They are not in production. They are listed so it is visible what has already been tested against the code and what is still just text.

PhaseWhatState
0Sources under git + write-back into the place filedone
1aThe master luck knob: a scale up to 40, a convex two-parameter curve, three comment-vs-code discrepancies removeddone
2aTier ↔ effective rating; the opponent ladder remapped 70–150 → 40–100 so the displayed chance becomes truedone
2bThe roll shows the card at its tier (visuals are placeholder)done
2cThe persistent squad — the biggest mechanical shift and the package's central promisenot done
3Three coefficients, rebirth, a weekly season, the "icon"not started
4PVE depth: a "tier × class" matrix, a positional penaltyscale rebalance only
5Dailies, the collection, a battle pass, weaving in the live World Cup, PVPnot started
Three risks that need saying out loud. 1. Impulse rolls are 96% of first purchases and half the revenue. A persistent squad by definition reduces the need to re-roll the team; watch that the cure does not kill what pays. 2. A weekly hard wipe on Roblox is risky; a reward proportional to peak OVR over the week must compensate, otherwise it looks like confiscation. 3. Our prototype currently grants 500 wins on load (the entire stadium costs 298) — a test stub, flagged in code in capitals as "zero this out before any release". The flag is there; the release checklist is not.
13b / What to borrow from competitors

Half of what we were going to borrow we already have — and it does not work

A cross-check against the cards on neighbouring RNG games. The main finding is an unexpected one: two of the five tricks are already implemented in our game, the player simply does not know about them. That is cheaper than building.

Trick (whose)What it givesOur stateVerdict
Stacking card mutations
Spin a Soccer Card
a layer of variation on top of the card: a reason to re-roll what you have already assembled, and something to sell whales through chance rather than through power already there: Shiny +2 (1 in 20), Pyro +3 (1 in 50), Aurora +5 (1 in 125) with VFX. But explained nowhere — in the recording the "+N" reads as randomness explain, do not build
Cohesion / chemistry
FC
links by nation/club/league give +rating to the whole team: depth in squad building and a reason to go for nation packs already there: +2 for each neighbour of the same nation, stacking, plus +2 to cards of a nation that won a real World Cup match in the last 12h. Visible as "base 73 +4 synergy" extend to club/league
Tier packs with a rating floor
FC Mobile
predictable "no lower than N" packs instead of "1 in N": steady OVR growth and ready-made price rungs no. There is only the Legend floor on Galaxy Roll take it
A free roll on a timer
Lucky Spins
a gift every N minutes — a direct lever on the second daily visit no. And our redesign package forbids it, via the "nothing is earned while idle" principle allow an exception
A "pay for luck" whale ladder fill the whale vacuum through rate/chance/status, not through power no. The spend ceiling is 129 Robux. Meanwhile a ready-made ladder lies dormant in the code: a 20-level "mutation machine" take it

A conclusion worth stating out loud: mutations and chemistry are not development tasks but explanation tasks. The mechanics sit in the code and are counted into Team OVR, but the interface says nothing about them, so for the player they do not exist. The cheapest gain in depth in the whole document.

Part H · Bottom line

Verdict

What the product is worth and what to do first.

14 / Scoring

A strong product with an honest storefront that runs out after half an hour

This is not a prototype — it is a working game with a unique trump card and real revenue. Everything below is about the fact that it stops exactly where it ought to begin.

8/10
Core loop

the roll as a decision + OVR as a single number — stronger than the genre competitors

8/10
First minutes

the onboarding rigs it invisibly and teaches synergy without a word. The best part of the game

6/10
Economy

an honest "match → fans → tickets" model, but in the recording the money bypassed it

6/10
Monetisation

an excellent conversion door, a whale vacuum, and two passes selling nothing

4/10
Retention

the only working mechanism is shipping updates by hand

5/10
UX and copy

a dense HUD, three lying labels, machine Russian

9/10
Uniqueness

the live World Cup — something nobody else has. Used at a quarter of its potential so far

6.5 / 10

The game wins the first fifteen minutes and loses everything after that. The cause is single and structural: the loop does not push back. The squad wipes itself, the dice roll free and forever, the opponents run out at the seventh of fifteen, and the last four cannot be beaten in principle. There is nothing left for the player to want — and that is exactly what analytics sees as D2 ≈ 5% and what the recording catches at minute 31.

What to do, in order of cheapness:

  • Today, one hour of work: translate the ten strings that change meaning — starting with the «ПРОВАЛИТЬ» (“fail”) button, the «Передний привод» (“front-wheel drive”) forward line, and the goalkeeper surnamed «Вежливый» (“polite”). Zero risk, zero dependencies.
  • Before the World Cup final: pull the two passes that give nothing ("2× Cash" after the economy fix, and "Auto Equip Best" already now), and deactivate the zombie cash-pack SKUs. This is about refunds and reputation, not balance.
  • Before the World Cup final: fix the three lying labels. Compare boosted rating against boosted, show "worse" honestly, stop slapping "NEW!" on everything. Trust in the storefront is the only thing a gacha stands on.
  • The World Cup final is once-and-for-all: a trophy for everyone online, the set closing at the whistle. There will not be a second World Cup.
  • After that: the persistent squad. It is the package's central promise and the only thing that fixes D2 structurally. And it is also the only thing not yet started.

And one observation outside the list: two of our six pains have already moved on their own while we were tearing the game down. The leak was closed the same day. The rungs between 6 and 119 Robux — the bundles at 55 and 129 — are already in the shop. They need re-measuring, not solving again.