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Candy Crush Soda Saga running on a phoneKing
Monetisation case
King

Candy Crush Soda Saga

Thebiggestchurn
momentinthegame

I redesigned how Candy Crush handles the moment players hit a wall — turning a dead end into a reason to keep playing.

Business problem

The old flow

When players get stuck and won't pay, they leave.

Pay or leave

Gold bars or quit. No middle ground.

1
Playing the level
2
Out of moves — pay only
Out of moves — pay only
3
Players who won't pay simply leave
Players who won't pay simply leave
$1.2Min daily revenue — split evenly
50% Gold bars50% Rewarded ads

Design challenge

The business need

Introduce ads without hurting the experience or gold bar sales.

Watch ads — then free moves
Watch ads — then free moves
or
Pay with gold bars

The premium path stays the better deal.

⚖️

No cannibalised sales

Ads add revenue. Gold bars stay the better deal.

😤

Wrong moment

The player just lost. Any ask feels punishing.

Concepts tested

User tested three approaches

Each solved the same moment differently. Testing showed which one users trusted.

Out of movesWatch 1 ad to continue
+2 moves
Watch ad
or
Pay 10
AOne ad, one reward

Watch one ad, get one reward. No reason to watch another.

Rejected
CollectedWatch 2 more ads
?
Watch next ad
or
Pay 10
BThree ads, three rewards

Three ads, three rewards. Players who start want to finish.

Shipped
Spin to winWatch 1 ad, spin the wheel
+5 moves+1 booster+3 moves
Watch ad & spin
or
Pay 10
CSpin for a surprise

Random reward from a spin. Felt like a trick — players didn't trust it.

Rejected

Learnings

😤

Help, not a paywall

The player just lost. Any ask for money feels wrong right now.

📊

Visible progress converts

Show all rewards upfront. Players who start want to finish.

💎

Paid path stays premium

Gold bars stay the better deal. Ads are free but take longer.

Two paths forward

The new flow

Both generate revenue. The player decides.

0 moves remaining
Watch 3 ads

Earn power-ups progressively. Free for the player.

Ad 1+2 moves+2 moves
Ad 2+2 moves+2 moves
Ad 3+1 move+1 move
5 extra moves earned
or
Pay 10 gold bars

Instant continuation. 5 extra moves.

5 extra moves
Back to gameplay

The shipped design

Out of moves? Two ways to keep playing

Watch a few ads or pay — and you're back in the game.

1st reward
1
Mid-level — moves running out
2
Decision prompt
Decision prompt
3
Rewarded ad
Rewarded ad
2nd reward
4
1 of 3 collected
1 of 3 collected
5
Rewarded ad
Rewarded ad
6
All rewards earned
All rewards earned
3rd reward
7
Rewarded ad
Rewarded ad
8
Collected — watch to keep going
Collected — watch to keep going
9
Back where they left off

Learnings

📣

Clearer CTA and communication

Players who watch one ad almost always watch all three. Starting is the hard part.

🎯

Visually engaging mechanics

Seeing all three rewards turns a single ask into a goal worth finishing.

What I learned

A good upsell never feels like a paywall or banner. It feels like added value — and that is what drives conversion while preventing churn.

1

Engagement, not a paywall

Asking for money after a loss feels like punishment. Offer a way forward, not a wall.

2

Add value to the experience

More progress, richer feedback and stronger rewards make the upsell feel like a gift — a pattern that works in any product, not just games.

3

Value drives retention

When players feel they gained something, they convert more — and they stay.

Results

Measurable impact

Validated through player research and A/B testing before shipping to 200M daily players.

70%+

Ad completion rate

Most players who started the first ad watched all three.

3x

Lower exit rate

Compared to the old binary prompt.

New

Revenue stream

Ad revenue from players who would never have bought gold bars.