Blog Post
You keep pushing players to buy an overwhelming number of new characters. Spending is optional, but the real problem starts after that. Upgrading all these characters’ Relics is becoming impossible because you’re not providing enough materials to support the pace of releases.
You introduce systems like Relic Delta to funnel players into high-end investment, then flood the game with more characters, but the resource economy doesn’t keep up. Players end up stuck with rosters they can’t realistically finish.
Era Battle has the same issue. You’re asking people to build an entire team, but you won’t clearly say what the rewards are or how much we’ll actually get. Without knowing the payout, we can’t make an informed decision about whether committing to a full team is worth it.
So what’s the real problem here: the design, the economy, or the lack of transparency?