There are usually two types of limited-time events—one for player engagement, the other for monetization. Of course, engagement events can still drive revenue, just more indirectly.
In this case, the goal was to boost long-term retention and engagement, especially since idle games tend to get repetitive over time. We noticed from the data that when player progression slows down, session length drops significantly—and that eventually hurts revenue too.
After the event launched, player session time almost doubled. What made it so engaging was that players could experiment with different combinations based on their team setup, pushing for higher rewards. That strong sense of progression and customization really drove engagement.
We pull out some player data from the server and separate them into four groups based on their level to ensure all groups of players have a good experience.