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What a load of twaddle.
Its nothing to do with "HURT THE MANY TO PROTECT THE FEW". The Few are the ones who allow the game to be F2P, and yes they should have some advantage to encourgage their spending- they aren't going to if small time spenders or f2p can keep up with them.
Also your claim that "Relic Delta & Current Pricing May Be Limiting Player Retention and Revenue" is based on what? Data? Of course not, its a claim based on sweet FA.
But, you know who does have actual data regarding what works and what doesnt in terms of retention vs revenue? That's CG and EA.
Basically you find the game too expensive, CG are not going to change that for you unless the data they see when they make changes reduces revenue.
As for "A MORE EFFICIENT PROFIT-MAXIMIZING APPROACH"- For a start "efficiency" has zero to do with this, you've just chucked in the word here with no understanding that it has no bearing on profit maximisation as you try to describe it. In fact this whole section is fluff with no depth whatsoever, and certainly no proof that this would maximise profits in any way whatsoever. You don't even consider that the guys with the actual data know how to maximise profits, or give any numbers that may compare your approach and CGs.
Finally:
- Reasonable relic progression packs (clear value and simple pricing)
The reason things aren't simple is so that people find it hard to work out the real value of items. Its why similar games like this have multiple in game currencies- with items "costing" different amounts depending on currency- it is meant to confuse and result in poor purchases both with real money and ingame currency.
In fact its pretty much rule 101 when it comes to any game that is free but offers in-game purchases- the fact you clearly don't understand this merely underlines how you are the last person to offer advice on improving this game financials.
- LT_RABBUE1 month agoRising Rookie
I hear your points about whales and internal data, but the core of my feedback is actually grounded in how F2P economies work and what publicly available data shows — not just personal opinion. Star Wars: Galaxy of Heroes has generated well over $1 billion+ in lifetime revenue, significantly outperforming other Star Wars mobile titles, which proves the game can monetize well — but it also means it relies on both whales and, critically, casual/mid-tier spenders to sustain long-term growth. Public player count estimates indicate SWGOH peaked around ~4.2 M monthly active players in mid-2025 and has since declined to about 2.1 M as of January 2026, a ~48 % drop from that peak, with continued month-to-month decreases of ~7 % most recently — meaning the player base is shrinking more steadily than it has historically and retention is a real concern. That trend lines up with what many in the community have observed about increased churn around recent updates — including relic delta — and isn’t just “sweet FA.” Yes, whales will always outspend, but casual spenders ($10–$50 range) are the segment most likely to convert repeatedly, and when pricing and relic impact feel punishing to them, they stop spending entirely, which hurts overall revenue. The early Lightspeed and $10 Hyperdrive bundles were widely praised because they made progression feel achievable for more players, drove higher volume purchases, and helped keep mid-tier spenders engaged — exactly the sustainable pattern we want to see in healthy F2P monetization. Saying “CG has actual data” doesn’t invalidate this; it just means they have more insight than we do, but public industry data and player trends still matter when discussing retention vs. revenue balance. Making casual spending feel worth it — affordable shard bundles, clear-value relic progression packs, and rotating Lightspeed-style bundles — isn’t “fluff,” it’s proven strategy in the broader F2P market and could help counteract the current downward trend in active players.
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- CG_Meathead10 months ago
Capital Games Team