
Over the past decade, mobile F2P live ops has become the central nervous system of live games — a sophisticated, data-driven engine that powers the content, events, and systems keeping players engaged and spending, all built on top of a strong core and metagame foundation. What began as simple event scheduling has evolved into a dynamic ecosystem that blends monetization strategy, rapid content delivery, and, above all, real-time analytics enabling teams to understand and react to player behavior almost instantly.
This rapid evolution has enabled live ops best practices to travel freely across mobile F2P genres. At the same time, a closer look at the casual puzzle genre reveals a clear trend:Live ops strategies are beginning to converge across its major subgenres and top games.
The most significant casual puzzle subgenres (and games) today are Match-3 (Royal Match, Candy Crush Saga, etc.), Merge (Gossip Harbor, Merge Mansion, etc.), and Blast (Toon Blast, Toy Blast, etc.).
Since we’re currently seeing these top-grossing games adopt very similar live ops tactics, it signals a highly effective and noteworthy strategy at play. Note that we haven’t considered other up and coming casual puzzle subgenres like Match-3D and Tile Blast, since they’re yet to be proven at scale. However, these subgenres too are already starting to show signs of similar live ops strategy convergence.


The results of this live ops strategy convergence can also be seen in convergence across two key product metrics: relative retention (D90-to-D1 ratio) and average minutes per day.
On iOS U.S.:
- D90-to-D1 relative retention is converging at about 25%.
- Average minutes per day is converging at approximately 38 minutes.

How effectively these games end up converting this engagement into actual revenue is where things start to diverge a bit, as can be seen in the ARPDAU graph below. However, this does not negate the fact that live ops strategies and tactics are still converging.

With that context set, let's look at three key live ops tactics (from top casual puzzle titles like Royal Match, Gossip Harbor, and Toon Blast) as examples of significant convergence.
1. The Daily Jackpot

Daily jackpot events — such as Royal Match’s Lava Quest — have become a staple of casual puzzle live ops, designed to incentivize consistent daily logins through the allure of a large, high-impact reward. These events are intentionally brief and typically solvable in a player’s first session of the day, giving them broad appeal across all engagement levels. Their sizable prize pools and light competitive elements also make them compelling for top spenders.

For new players, the daily jackpot usually unlocks within the first week and plays a critical role in converting early cohorts into long-term “regulars” — players who return every day. The core challenge for developers lies in managing the prize pool: It must be distributed at a controlled pace to avoid destabilizing the economy for any segment, especially high-value spenders, while still supporting growth in the share of reliable DAUs.
In essence, the daily jackpot modernizes and replaces the long-standing practice of simple daily login bonuses. Rather than offering a trivial reward for merely showing up, it requires players to engage with — and win within — the core gameplay. This not only reinforces the main loop, but also provides a far more exciting, emotionally resonant reason to return: the chance to hit the jackpot.
The daily jackpot has made its way to almost every top casual puzzle title today and is also very regularly run on their respective live ops schedules.

2. Competition- and Achievement-Focussed Events

A major strategic shift in casual puzzle event design has been the move from purely competitive events to a hybrid model that combines competition with personal achievement. This evolution was crucial for making event participation more meaningful for a broader set of the player base. Traditional leaderboards, by nature, produce a small number of winners and a large pool of players who repeatedly lose — an experience that can feel discouraging, especially for casual audiences. Over time, this sense of “I can’t win” pushes many players to disengage entirely.

The breakthrough was the introduction of a parallel achievement track, giving every player a personal progression bar to fill. This ensures that regardless of their final leaderboard position, each participant can earn meaningful rewards based on their own effort. The result is a far more inclusive structure: Competitive players retain their high-stakes race, while everyone else receives their own clear and satisfying path to success.
Importantly, the achievement track is intentionally finite. Highly engaged or top-spending players will complete it quickly, after which their focus naturally shifts back to leaderboard dominance. For developers, this dual structure strikes the ideal balance: Nonspenders receive valuable rewards for participation, while the prizes earned by top competitors/spenders remain modest enough to avoid revenue cannibalization.

Leaderboard events with milestone rewards are now a common, regularly run, weekly event in the live ops schedules of almost all top casual puzzle titles.
3. Endless Album Collections

Another important live ops feature design shift in casual puzzles has been making two-month seasonal collections into infinitely repeatable ones, which directly echoes the highly successful “endless album” systems popularized by top-grossing casual casino titles like Monopoly Go!. This evolution was inevitable: The old model of finite, one-time collections created a hard content ceiling. Once highly engaged, achievement-driven players completed a collection, their motivation to play (and spend) tended to drop until the next season. The result was a predictable “boom-and-bust” cycle of engagement.
The new infinite-collection model is specifically tuned to one of the dominant motivations in the casual puzzle audience: achievement/completion. Casual puzzle players thrive on filling progress bars and ticking off tasks. By making collections endlessly repeatable, the game replaces a temporary milestone with a permanent progression engine. Completionists now have a continuous, satisfying goal: eliminating downtime and having a reason to log in, regardless of how quickly they consume content.
This system is also a powerful retention lever for the game’s most engaged users, who progress the fastest and traditionally run out of things to chase. The infinite loop ensures they always have something to strive for, driving stronger long-term retention metrics and creating a stable, always-on monetization sink across the entire season rather than just during its opening weeks.

Introducing a perpetual reward source, however, requires developers to carefully rebalance the in-game economy to avoid inflation. Royal Match, for example, offsets the introduction of endless collections with an approximately 30% reduction in coin rewards from level completions. This adjustment was essential to protect the value of coins — the game’s primary monetization currency — and to ensure the new system strengthened, rather than destabilized, the overall economy.

Due to all the above, Endless Albums have now become commonplace in most of the top grossing casual puzzle games.
Why Live Ops Strategies Are Converging
Throughout the above examples, two key themes emerge, which tend to showcase why live ops strategies across the top casual puzzle titles are strongly converging.
1. Serving key player segments simultaneously: As the casual puzzle audience has expanded, so too has the diversity of player segments that live ops must effectively serve. Even though a small percentage of players still generate the majority of revenue, this doesn’t diminish the importance of engaging the broader nonspending audience — who may convert later. As a result, most casual puzzle teams now grapple with a central challenge: how to prioritize player segments through live ops without fragmenting the experience or escalating production costs.
Designing individualized live ops for every segment quickly becomes prohibitively expensive, especially since advanced personalization systems remain accessible primarily to the largest studios. This might be why many of the live ops feature evolutions described above share a common design philosophy — one that operates along two key dimensions:
- Appeal by Engagement Level: Features must be fun and rewarding for players across the engagement spectrum, from light casual users to highly committed daily players.
- Appeal by Spending Potential: Features must provide sufficient “spend depth” to satisfy top spenders, while still feeling fair and motivating for highly engaged nonspenders.
This two-dimensional approach essentially allows developers to build scalable live ops systems that resonate broadly while still delivering the revenue depth needed to support the business.

2. Serving key player motivations simultaneously: Due to similar reasons noted above, serving the two most important casual puzzle player motivations simultaneously through live ops efforts is increasingly becoming important too.
- The achievement/completion motivation (wanting to complete all levels) drives player engagement and retention, across the board.
- The social/competition motivation (wanting to beat other players) fuels monetization as spenders pay for advantages to progress faster and rank higher, while nonspenders consider monetizing to keep up.

While the three live ops features we hit on showcase how they serve key player segments and motivations simultaneously, such design evolutions are not easy. Therefore, when a “two birds, one stone” solution is found by one game team, the rest of casual puzzle is pretty quick to pick it up too — resulting in the live ops strategy convergence we’re seeing today. We saw a similar behavior with the Super Light Ball trend too.
On a broader note, in today’s casual puzzle battlefield, having great core gameplay isn’t enough to be a top-grossing hit; it’s just the starting point. The real money comes from a robust live ops strategy that not only addresses key player segments and motivations simultaneously, but also drives the underlying business metrics effectively. Keeping one’s eyes peeled for such emerging live ops best practices is almost a requirement to maximize chances of becoming a top-grossing casual puzzle hit.
And if you need help doing that, just let us know.
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Content Worth Consuming

Game Design Is Simple, Actually (raphkoster.com): “So, let’s just walk through the whole thing, end to end. Here’s a twelve-step program for understanding game design. One: Fun. There are a lot of things people call ‘fun.’ But most of them are not useful for getting better at making games, which is usually why people read articles like this. The fun of a bit of confetti exploding in front of you, and the fun of excruciating pain and risk to life and limb as you free climb a cliff are just not usefully paired together.”
How Much Does it Cost to Make a Video Game (hushcrasher.substack.com): “Even in a creative industry, cash is what keeps the lights on. Game budgets are key to tracking the market’s dynamics — from macro trends to the actors within. Yet, this is one of the hardest data to get. Everyone is quick to talk about sales (especially when glorious). There are even widely-known models to predict a game’s sales from Steam reviews. The budgets needed to make those games, however, often remain the greatest unknown in the equation. You’ll find no budgets database, and very few public announcements. All you’ll find are rumors and whimsical estimates.”
The Path to 150M-Plus Daily Roblox Users, Ketogenic Therapy for Brain Health, and More — CEO of Roblox (Tim Ferriss’ YouTube Channel): “David Baszucki is the founder and CEO of Roblox. TIME named Roblox one of the ‘100 Most Influential Companies,’ and it has been recognized by Fast Company for innovation on their ‘Most Innovative Companies’ and ‘Most Innovative Companies in Gaming’ lists.”
a16z’s State of Crypto: The $4T Milestone and What’s Next (a16z Podcast): “The regulatory environment has completely inverted. Stablecoins are now a top 20 holder of U.S. Treasurys. Every major bank wants in. In a16z Crypto's 2025 State of Crypto report, Daren Matsuoka (head of data) and Eddy Lazzarin (CTO) reveal how crypto hit $4 trillion market cap while fundamentally reshaping how institutions think about payments, with surprising data on why developers aren't following prices this cycle and what privacy's inevitable rise means for mainstream adoption.”
Exploring the Allure and Challenges of the LLM Game Master (Playing With Inference): “Join the 'Playing with Inference' podcast as we explore the intersection of generative AI and tabletop gaming. Today's episode revisits the digital translation and enhancement of RPG experiences through AI. Featuring Will and David, co-founders of Friends and Fables, the discussion dives into their journey from a simple Discord bot to a platform for AI-driven RPGs.”
The Development World of RPGs with Jeff Gardiner (The AIAS Game Maker’s Notebook): “Adam Orth chats with Jeff Gardiner from Something Wicked Games. Together they discuss his long history in the world of RPG development including titles in the Elder Scrolls and Fallout series; the trials and tribulations associated with starting your own studio; the perilous state of the games industry from funding to consolidation; and the lessons he learned in leading teams from some of the brightest minds in gaming.”
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