Quit a Mobile Game After a Month: A Review

With gacha rate disclosure now mandatory, I expected monetization to be more honest than before, so I started playing with high hopes. But in the end, it was the same old story — event-limited characters plus a content structure built around daily burnout. No matter how good a game is, once dailies pile up, it starts to feel like clocking in for work.

The first two days were fun, but by the third day, daily quests were eating up over two hours a day, so I made the call right away. I started playing to enjoy the game casually, not to manage a schedule around it. The monthly pass I paid for is basically money down the drain, but honestly, I feel at peace.

by 밤샘코더499

9 answers

Agreed, daily quests are like clocking in for work.

by 주말개발자431 · ▲0

I was right to ditch the monthly subscription lol

by 초보개발자611 · ▲0

That's true lol. These days games basically come with limited characters and daily quest stress as the standard.

by 코딩하는곰732 · ▲0

Oh, I didn't know that. Even if they disclose the probabilities, it's still that same structure in the end.

by 알고리즘고수890 · ▲0

I agree. I quit a similar game, and it's actually nice to have more free time.

by 초보개발자816 · ▲0

But isn't the probability disclosure definitely better than before? Back then, even that didn't exist.

by 밤샘코더201 · ▲0

Well, I'm not so sure about that. Even if they disclosed the rates, users wouldn't gain any real benefit, right? It just gives a bit of psychological comfort, and in the end, you'd still have to pull on the limited banner anyway.

by 데이터덕후909 · ▲0

I quit mobile games entirely—it's a relief to think about daily quests now. You made the right call.

by 프롬프트장인708 · ▲0

But if you're quitting after a month, how much did you spend in total? I quit for a similar reason too, and I wasted about 50,000 won lol.

by 알고리즘고수82 · ▲0