Get Your Personalized Game Dev Plan Tailored tips, tools, and next steps - just for you.

This page may contain affiliate links.

Early Access Nightmare: Our Roguelike's Bleak Retention Tale

Posted by Gemma Ellison
./
July 26, 2025

Early Access Nightmare: When Your Roguelike Just Can’t Hold On

Early Access can be a fantastic tool, a crucible where your game is forged in the fires of player feedback. Or, it can be a slow, agonizing death by a thousand papercuts. We learned this the hard way with our roguelike, “Emberborn.”

The Retention Cliff

Our initial Early Access launch was… okay. We saw a decent initial spike in sales, fueled by some pre-launch marketing and streamer interest. The problem wasn’t acquisition; it was retention. Players were buying the game, playing for an hour or two, and then… nothing.

Our data painted a grim picture. Day 1 retention was around 25%. By day 7, it had plummeted to 5%. That’s not a trend; that’s a cliff. We were bleeding players faster than we could attract them. We had to act.

The Core Loop Critique

The first thing we did was brutally examine our core gameplay loop. Was it engaging enough? Was it rewarding? The honest answer was no. Our initial design had several critical flaws.

The first, and perhaps biggest, mistake was a reliance on procedural generation that felt too random. Players felt like they were often at the mercy of the RNG, leading to unfair deaths and a sense of helplessness. One playtester famously described it as “dying to a spreadsheet.”

Our solution was to introduce more deterministic elements. We implemented curated room layouts, guaranteeing certain types of encounters and resources. We also added “seeded runs,” allowing players to share particularly challenging or rewarding experiences with others.

Another flaw was the lack of meaningful progression. While we had meta-progression in the form of unlockable classes and items, it felt too slow and incremental. Players weren’t seeing enough tangible progress to justify repeated runs.

We revamped the meta-progression system, making unlocks more frequent and impactful. We also added a “challenge system,” offering bonus rewards for completing specific objectives within a run. This gave players something concrete to strive for, even if they didn’t make it to the final boss.

Feedback Fumbles and Community Catastrophes

Looking back, we also made some major missteps in how we handled player feedback. We had a Discord server, but we weren’t actively moderating it or engaging with the community. We were essentially broadcasting updates into a void.

We were afraid of negative feedback.

Big mistake.

We started actively participating in the Discord, responding to questions, addressing concerns, and soliciting suggestions. We also implemented an in-game feedback system, making it easier for players to report bugs and provide suggestions without leaving the game.

The volume of feedback was overwhelming at first, but we quickly learned to prioritize. We focused on addressing the most common issues and implementing the most frequently requested features. We also made sure to communicate our plans clearly, letting players know what we were working on and why.

One of the most impactful changes came directly from player feedback. Players consistently complained about the difficulty of a particular boss. Initially, we resisted changing it, thinking it was a “skill issue.” However, after seeing the same complaint repeatedly, we decided to take a closer look.

We realized that the boss’s attack patterns were poorly telegraphed and that its health pool was overtuned. We rebalanced the boss, making its attacks more predictable and reducing its health. The result? A dramatic decrease in player frustration and a significant increase in the number of players reaching the late game.

Marketing Miscalculations

Our initial marketing campaign was focused on highlighting the game’s procedural generation and replayability. While these were certainly features of the game, they weren’t what players were craving. We were selling features, not experiences.

We shifted our marketing focus to highlight the game’s unique character classes, challenging gameplay, and satisfying progression system. We also started showcasing player-created content, such as screenshots and videos, to demonstrate the variety and depth of the game.

We also completely ignored smaller content creators.

This was a massive mistake.

We reached out to smaller YouTubers and Twitch streamers who specialized in roguelikes. We provided them with review copies and offered support. These creators, while not having the massive reach of larger streamers, had a much more engaged and targeted audience.

The (Slow) Turnaround

The changes we implemented didn’t magically fix everything overnight. Retention remained a challenge, but we started to see a slow, steady improvement. Day 1 retention climbed from 25% to 40%. Day 7 retention rose from 5% to 15%.

More importantly, we saw a significant increase in average playtime. Players were spending more time with the game, which meant they were more likely to stick around.

The journey was far from over, but we had finally started to turn the tide. Emberborn went from a game on life support to a game with a fighting chance.

Lessons Learned (The Hard Way)

The biggest lesson we learned was the importance of listening to your players. Early Access isn’t just about releasing a game early; it’s about building a game with your community.

Don’t be afraid to iterate on your core gameplay loop. If something isn’t working, don’t be afraid to change it, even if it means scrapping a feature you spent weeks developing.

Focus on creating a rewarding and engaging experience. Players should feel like their time is being valued, even if they don’t “win.”

Don’t underestimate the power of smaller content creators. They can be a valuable asset in reaching your target audience.

Finally, and perhaps most importantly, be prepared to be wrong. Your initial assumptions about your game may be completely off. Be open to changing your perspective based on player feedback. Early Access is a humbling experience, but it can also be incredibly rewarding if you’re willing to learn from your mistakes. And we made a lot of them.