1 of 7
Candy Crush Saga level map showing levels 21,600+

Level Tweaks Automation at Scale

How do you keep 200 million players happy, every single week?

ROLEUX Designer
PLATFORMInternal Web Platform
TIMELINE2024–2025
TEAMPM, Level Designers, UX Design, Engineering, AI/ML, QA

Candy Crush Saga has been running for over 12 years. That's 20,000+ levels — all of which need to keep working for today's players. Design standards evolve, player expectations shift, and levels built in 2014 don't play the same way in 2025. Maintaining the quality of this back catalogue at scale, while simultaneously releasing 65 new levels every week, is one of the game's biggest operational challenges.

I was brought in to map this workflow across teams and tools, understand why it had become so fragile, and identify where automation and product design could actually reduce the complexity. Internal interfaces shown later are reconstructed to respect NDA constraints, but the workflow and design logic are accurate.

200M+
Monthly active users
20,000+
Levels in the game
65
New levels every week
12
Years of content

Candy Crush's 20,000+ levels need constant maintenance

2012
2015
2018
2021
2025
Hover to inspect levels
Scrolling through levels
WHAT IS TWEAKING

A “tweak” is any adjustment to a level's parameters — changing the move count, reducing candy colours, swapping a blocker type, adjusting objectives — to bring player performance metrics back to target. Each change is small. But across 20,000+ levels, with new ones shipping every week, this becomes a continuous operation that touches difficulty, engagement, retention, and monetisation simultaneously.

Live Gameplay

Live gameplay

Original level

Original level

Current level

Current level after tweaking

Changes

UpdatedmoveLimit27 →23
UpdatedstripedCandySpawn3 →2

Variant 1

Variant 1 with impact metrics

Impact

Bot Difficulty
16.45 →33.55+103.95%
Seconds Per Attempt
180.44 →169.25-6.20%
Wasted moves
0 →0
Cascade
2.43 →2.47+1.64%
Shuffles
0.10 →0.06-36.29%

Changes

UpdatedmoveLimit27 →23
UpdatedstripedCandySpawn3 →2

What makes a good Level?

A level designer has to juggle different tools to balance these vectors — for thousands of levels, every single week.

What makes a good level?
Difficulty
Session Length
Level Type
Board Layout
Move Count
Level Objectives
Episode Variety
Booster Impact
Colour Count
Retention
Churn
Monetisation spikes

Restricted Access

Level Tweaks Automation at Scale