Project Quantum — Candy Crush Saga's first core mechanic change
King · Candy Crush Saga · 2024–2025

Project Quantum

The first change to Candy Crush Saga's core mechanic in 12 years. The mechanic had to feel easier while playing harder. As sole UX owner, I designed the system for migrating 200M+ players to a new way of playing: the learning funnel, the guardrails protecting a revenue-critical economy, and the measurement plan now running in a live A/B test.

ROLESole UX Owner
PLATFORMiOS, Android, Desktop
TIMELINE2024–2025
TEAMPM, Game Design, Eng, Art, UXR

Why Quantum exists.

For 12 years the core loop was untouchable: match 3, and match a special to set it off. The genre moved on. Candy Crush hadn't.

Royal Match
Royal Kingdom

Market shift

Royal Match and Royal Kingdom made direct activation the genre standard. Candy Crush's passive model started feeling archaic.

The new mechanic

Quantum introduces tap and swipe activation, the first direct control in Candy Crush history.

Legacy · Match to Activate

Specials activate only when matched. No aim, no timing.

Quantum · Direct Agency

Tap to activate, swipe to aim. Player decides.

Quantum gameplay — tap to activate, swipe to aim specials

Mechanic taxonomy

Tap and swipe interactions per special type. New game logic, new strategy.

New gameplay mechanics — tap and swipe to activate special candies

Every constraint compounds the last.

The challenge wasn't the mechanic. It was changing how hundreds of millions of people play, inside a live economy where difficulty is the biggest proxy for revenue and the teaching tools themselves can move it.

01

A 12-year-old engine.

Any new system means refactoring fragile, delicate legacy code. Instability comes free.

02

Difficulty is the revenue dial.

Difficulty tuning is the closest proxy for gross bookings. Move win rates and the economy moves with them.

03

Quantum indirectly moves difficulty.

Tap and swipe changes how specials get used, which shifts strategy. Difficulty is extremely sensitive to that shift.

04

Unforgiving scale.

200M+ monthly players, 20M+ daily, ~1M new every day. Comprehension failures compound fast.

05

Ingrained gameplay habits.

Players have matched specials to set them off for over a decade. Habits that deep don't unlearn from a pop-up.

06

One system for everyone.

Level 50 and level 15,000, simultaneously.

The Brief

Teach a new way to play. Move nothing else.

Inject tap and swipe guidance into a live economy where the teaching tool itself can change difficulty. Every method that follows threads that needle.

Design framework · Invisible onboarding

Multi-approach

No single method wins. Layer them.

Lightweight

Never feels like being taught.

Low cognitive burden

One new concept at a time.

Learn by playing

Do it, don't read about it.

Passive learning

Teach in idle moments.

Zero popup doctrine

The game never stops to lecture.

Three methods came from this framework, scored against each other and combined into one funnel. Minimal text and interactive-first tutorials later became King standards.

Tutorialized Loading Screens

The first tutorialized loading screens on any King title. Ambient priming before active learning.

Candy Crush had never used loading screens as a communication surface. I identified this as untapped real estate: a moment where players are already waiting and cognitively available. I designed loading screens that visually demonstrate tap and swipe mechanics, timed to appear before the interactive tutorial and at strategic progression points.

Original — Generic Layout

A standard loading screen serving only as a transition with zero instructional value.

Old loading screen — generic, no tutorial content
After — Tutorialized Layout

Contextual visuals demonstrating the exact tap or swipe interactions required for upcoming mechanics.

Striped Tap loading screen
Striped Tap
Fish Tap loading screen
Fish Tap
Fish Swipe loading screen
Fish Swipe
Stripe Swipe loading screen
Stripe Swipe

Design rationale

01

Escalating frequency

Increasing frequency over set ranges of levels/episodes.

02

Repetition & recall

Mandatory viewing at moments of high contextual relevance.

03

Tailored to the level

Screen selection is driven by intelligence about the upcoming level, surfacing the likely specials, mechanics or interactions a player will encounter.

Interactive Sandbox Tutorial

The first at Candy Crush.

3-Step Tutorial

King taught new mechanics with a 3-step text overlay. But for a change this fundamental, reading isn't learning — players had to perform the action, not read about it.

Before — 3-Step Text Overlay
Old 3-step tutorial format

Interactive Sandbox

So I built a playable sandbox: constrained scenarios where the only possible move is the right one. No moves spent, no lives lost — the mechanic teaches itself through play, not text.

After — Interactive Sandbox Concept
Interactive tutorial concept

System flow · Hi-fi prototype series

Sequential 5-screen guided interaction flow.

1
Page 1: Tap fish special
Tap
2
Page 2: Tap wrapped candy
Tap
3
Page 3: Tap color bomb
Tap
4
Page 4: Swipe striped candy
Swipe
5
Page 5: Well done / completion
Done

Key decisions

Progressive disclosure

Tap first (simpler), then swipe (directional).

Sandbox environment

Practice without consequence.

Skippable

Tapping next / finish on the last page respects veteran players.

Minimal text doctrine

The constraint is the instruction.

In-Level Guidance (Quantum Hints)

The most delicate piece: teach the interaction through hints without touching what they recommend.

I designed a system that hijacks Candy Crush's existing hint system: when a player has a special on the board but isn't activating it directly, every default hint is replaced with a tap or swipe prompt.

Hints touch difficulty. Difficulty touches revenue. Teach the interaction without solving the board.

Figma prototype showing the initial hint system design concept

Trigger logic

Special created
Not activated directly
Hints hijacked
Tap / swipe prompt
Before · Standard Hints

Default hints highlight the best available match. They solve the board for you.

Standard Candy Crush hint system showing optimal match suggestions
After · Quantum Hints

Hijacked hints guide the player to tap or swipe their special. They teach interaction, never strategy.

Quantum hint system guiding players to activate specials

Hijacking logic

Trigger

Hijacks all hints for the current level when a special appears.

Continuation

If onboarding is incomplete at level end, it carries into the next level.

Cap

Capped at 3 levels maximum, at clean break points.

Guardrail

Guides the interaction method; never reveals optimal strategy.

Completion criteria

OnboardingComplete = (
  cumulative_taps1 &&
  cumulative_swipes1 &&
  different_special_types2
)

// Where different_special_types counts:// [1] striped   [2] wrapped   [3] fish

Thresholds co-defined with Game Design from behavioral data.

Complementary by Design

No single method covers the whole journey — the system works because each covers what the others can't.

Load screen example

Load Screens

Passive priming, always on
Interactive tutorial screen

Interactive Tutorial

The strong first lesson
Quantum hints guiding a tap or swipe on a special in a live level

In-Level Guidance

Reinforcement in real play
Load Screens
Interactive Tutorial
In-Level Guidance
All three
Broad reach
First-time teaching
Repetition & recall
Near-zero friction
In real gameplay
Covers Partial Gap

Every method has gaps. Stacked, they leave none — which is why the system ships all three, not the “best” one.

Putting it all together.

Game Build Demo

The Learning Funnel

Each method is deliberately incomplete on its own. Together, they form a funnel that converts players progressively.

Cohort Attrition Funnel

Visualizing the flow of players through the long term sequence. Each matrix represents a segment of players. As players adopt the tap & swipe mechanics, they exit the forced funnel to regular gameplay.

ONBOARDING_CRITERIA_MET
(
cumulative_taps >= 1 &&
cumulative_swipes >= 1 &&
unique_specials >= 2
)
Level X
100% Volume
Sequence
Load Screens
Interactive Tutorial
Gameplay
In-Level (Tap)
In-Level (Swipe)
Level X+1
~45% Volume
SEQUENCEITERATED
Load Screens
Gameplay
In-Level (Tap)
In-Level (Swipe)
Level X+2
~15% Volume
Sequence
Load Screens
Gameplay
In-Level (Tap)
In-Level (Swipe)
Outliers
<5% Volume
Players who fail to grasp the mechanics despite comprehensive guidance.
Reactivation Loop
Wait 7+ days. If criteria remains unmet, re-trigger Level X+1 guidance one final time.
Long-Term Default
Load Screens (Tap/Swipe)
Regular Gameplay

The full sequence · Detailed map

The complete long-term flow — every path, loop-back, and reactivation branch behind the summary above.

Cohort attrition funnel showing player flow through the long-term learning sequence

Testing across 8 player cohorts

I authored the research specification and designed a structured 3.5-week Slack-based playtest program with 10 internal testers across 8 cohorts.

Targets · User cohorts

01
New players (FTUE)first-time comprehension
02
Non-Candy new playersno match-3 mental models
03
Match-3 players (Royal Match)competitive comparison
04
Early / mid progressionlearning curve, sustained adoption
05
Casual playersaccessibility
06
Lapsed playersre-engagement perception
07
Experienced / end-of-contentlegacy adaptation
08
Desktop playersplatform-specific patterns

Hypotheses · Key questions

01

Do players prefer tapping or swiping?

02

Is the tutorial alone sufficient, or are hints required?

03

How does speed perception change with direct activation?

04

Do players notice visual changes to specials?

Accessibility Review

Engaged King's accessibility team on motor requirements, directional activation with limited dexterity, and VFX readability.

What testers told us

A 3.5-week closed Slack playtest with 10 internal testers. The clearest signal: players switch between tap and swipe strategically, which backed keeping both inputs first-class and tracking dual-input fluency as a success metric.

Tap vs. swipe

Swiping feels more natural — but before I use a special, I check whether it's better strategically to swipe or tap.

Susan B.
Strategic depth

The ability to now tap gives you extra ways to play more strategically.

Sade M.
Flexibility

Really enjoying the new features — I like being able to switch between tapping and swiping.

Lindsey V.

How I defined success.

Quantum is in live A/B test and I've left King, so I won't claim results. What I can show is the measurement system I designed: what adoption means, what must not regress, and the thresholds that make the call.

Success · Adoption & comprehension

≥95%Target
FTUE Onboarding Completion
Completion threshold: ≥1 tap, ≥1 swipe, ≥2 special types.
≥60%Target
Mechanic Adoption · D7
New players who intentionally activate a special by day 7.
≥40%Target
Dual-Input Fluency
Players using both tap and swipe — not just one.
≤3 levelsTarget
Time to First Activation
Median levels before a deliberate special activation.
≥50%Target
Sustained Adoption · D30
Still directly activating after guidance ends.

Guardrails · What must not regress

In testIn test
Retention · D1–D14
Held flat or improved vs control.
±2%Guardrail
Difficulty Parity
Win-rate within ±2% of control — harder-feeling, not easier.
Flat +Guardrail
Economy Neutrality
ARPDAU, conversion & booster spend hold or improve.
Flat +Guardrail
Session Health
Sessions / day and session length unaffected.

New Tutorial Standard

The interactive tutorial format was adopted org-wide, replacing the legacy text-based paradigm.

Overwhelmingly Positive Player Feedback

Initial test run with players yielded extremely positive feedback — testers missed the new mechanics once the test ended.

Beta tester feedback

Swapping is good but tapping is much better! Once you're used to it, going back will not be an option — bring the new features asap.

Elena P.

I miss the new mechanics too! Isn't it funny how quickly you get used to something — I'm still tapping!

Emma C.

I'm so sad the upgrades went bye bye already — now I keep trying to tap and swipe when it won't let me.

Lindsey V.

Design system contributions

Established "minimal text doctrine" as a design principle for future tutorials

Created the first interactive tutorial to break the legacy text-reliant paradigm

Introduced tutorialized loading screens — a first in Candy Crush history

Set a new research methodology precedent with the structured playtest program

What transfers.

The transferable playbook

01

Never block play

Teach inside the game, not on top of it.

02

Teach in dead time

Loading screens, transitions, downtime.

03

Reinforce in context

Hints inside real levels, not lectures.

04

Guardrails before shipping

Define what must not move.

05

Tests decide contested calls

Player data, not meetings.

Transfers to any product changing how millions use something they know by heart.

Concurrent workstreams

Booster Bar redesignHUD refreshIn-game booster conversion flow

Replacing legacy boosters with new ones, including inventory conversion and rollback narratives.