This page shows how GameMender's balance and progression fixes play out in practice — the problems studios brought in, what changed, and the results that followed. Read client reviews or book a free consultation to see what's possible for your game.
Real fixes. Real results. Real games that players now love.
Curious about the systems behind these fixes? Read the complete game balance guide or browse common balance mistakes to see the same principles explained in depth.
Dungeon Keepers: Legacy
Action RPG • PC/ConsolePlayers were rage-quitting at Level 18 due to a brutal difficulty spike. The XP curve slowed to a crawl mid-game, and the in-game economy collapsed after Chapter 3, making upgrades feel worthless.
"GameMender saved our game. We went from overwhelmingly negative reviews to mostly positive in two weeks. The systems now feel intentional instead of broken."
Starbound Odyssey
Space Exploration • Mobile/PCEarly Access launch showed 73% of players quit within the first hour. The skill tree felt meaningless, resource gathering was tedious, and progression was completely opaque to players.
"We were about to give up on the project. GameMender didn't just fix the numbers—they helped us understand why players were leaving and gave us a roadmap to fix it."
Arena Legends
Competitive PvP • PCPvP matchmaking felt unfair, character balance was a mess with 3 meta-defining builds, and new players quit after getting stomped in their first 5 matches.
"GameMender understood competitive balance better than anyone we'd worked with. They fixed our meta in 3 weeks. Our community actually thanks us now."
Rogue Runner
Roguelike Platformer • Mobile/SwitchRuns felt too short and unsatisfying. Players complained about RNG being "too punishing" and the meta-progression system felt grindy with no sense of meaningful growth.
"We knew the game had potential but couldn't figure out why players weren't sticking. GameMender identified the exact problems and gave us solutions we could implement immediately."
Results vary by project, but common outcomes include smoother retention curves, fewer difficulty-related complaints, and economies that feel fair instead of grindy or predatory.
No — engagements span action RPGs, roguelikes, competitive PvP, and mobile idle/economy games. The same systems-design principles apply across genres.
Reach out with your game's genre and pain points on a free call, and I can point you to the most relevant type of fix from past work.
Where possible — session length, retention, and completion-rate deltas are the clearest way to show a fix worked. Availability depends on what data the studio already tracks.
Every engagement starts with a free consultation to look at your build, data, or pain points, then a scoped, project-based quote.
Let's talk about what's broken and how we can make it better.