Case Study5 min readMay 1, 2026

We Lost 32% of Players in the First 30 Seconds Because of One Missing Button

42,000 daily players. One UX step nobody noticed. 12,000 players gone every day.

we bought a Roblox game with 42,000 daily players for $600. looked great on the surface. 93.4% still in the game at 30 seconds. algorithm pushing it hard. DAU went from 26K to 62K in 28 days.

Then we set up a single funnel and found a problem that was invisible in every metric Roblox shows you.

32% of new players were leaving before they ever started playing. Not because the game was bad. Because the fishing rod wasn't auto-equipped.

Players would join, see the fishing spot, tap around, nothing happens. The rod was in their inventory. They just needed to open their backpack and equip it. Most never did. They left instead.

Twelve thousand players. Every day. Lost to one missing feature.

How We Found It

Default analytics told us D1 was 6.8%, session time averaged 8.4 minutes. Felt okay for the genre. But the dashboard doesn't show where within the experience players drop off.

So we set up a funnel. Five steps.

StepPlayers% of TotalDrop
Joined Game42,180100%
Spawned In40,29095.5%-4.5%
Rod Equipped28,62067.8%-28.9%
Started Fishing27,65065.6%-3.4%
First Catch24,89059.0%-10.0%
The drop between Step 2 and Step 3 was 28.9%. Nearly one in three players who spawned in never equipped the rod. Every other step had normal 3-5% drop-off. Step 3 was the cliff.

The fix was obvious. Auto-equip on spawn. Remove the step entirely. Don't ask the player to do something they don't know they need to do.

The Fix Took 5 Minutes

One line of logic: when a player joins, the rod goes in their hand automatically. No backpack, no menu, no extra tap. The churn at that step dropped by half. CCU jumped from 600 to 800+ the next day. One change, no new content, no ads.

Why This Was Invisible

Players who survived the step played well. 96.6% of players who equipped the rod went on to start fishing. The game wasn't broken. The first-time experience was.

Session averages masked the problem. Average session was 8.4 minutes, which looks healthy. But that averaged long sessions from engaged players with 20-second sessions from players who left immediately. Most players either stayed 10+ minutes or left in under 30 seconds.

The game had decent retention despite the leak. D1 was 6.8%. Below benchmark but not catastrophic. Without funnels, you'd assume "the game needs more content." You'd be working on the wrong problem.

How to Check Your Own Game

Step 1. Write down the steps a new player takes in their first 60 seconds. Be specific.

Step 2. Set up a funnel with AnalyticsService. Fire an event at each step. Wait 48 hours.

Step 3. Find the biggest drop between consecutive steps. That's your rod problem.

Step 4. Fix it and measure again.

Submit your game at bloomlabs.gg

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Keep reading

How-ToHow to Set Up Funnels in Roblox. And Why Most Developers Never Do
StrategyWhat the Roblox Algorithm Actually Rewards. The 8 Signals That Decide If Your Game Gets Shown