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Blogβ€’Dev Diaryβ€’β€’7 min read

Alpha Test Results: What 70,000 Players Taught Us

By Brice Laville Saint-Martin, CEO of Antihero Studios

We opened our pre-alpha expecting maybe 10,000 signups. We got 70,000 players. Here is everything we learned, broken down by the numbers.

The Headlines

Before diving into analysis, here are the top-line numbers from the MISFITZ pre-alpha test:

  • 70,000 players participated in the pre-alpha
  • 50 minutes average daily playtime across 3 sessions per day
  • Power users averaged 10 hours per day on mobile
  • 80.5% death-retry rate (players who died and immediately started another run)
  • 74.5% extract-retry rate (players who extracted successfully and started another run)
  • 750 content creators enrolled via KairosTime partnership
  • 250 content pieces produced in 10 days

Each of these numbers tells a story. Let's unpack them.

50 Minutes Daily: The Session Structure Works

Average daily playtime of 50 minutes is strong for any mobile game. But the more interesting number is the session count: 3 per day. That means players weren't sitting down for one long 50-minute block. They were playing roughly 15-17 minutes per session, three times throughout their day.

This validates the core design decision behind MISFITZ. We built the game around 5-10 minute extraction runs because mobile players have fragmented time. The data shows that this session length drives frequency. Players fit in a run or two during a break, then come back later for more.

Compare this to hardcore extraction shooters on PC. A single Tarkov raid can last 45 minutes. Players might manage one or two raids in a sitting, then not return for days. The short-session model trades depth per session for frequency of engagement. On mobile, frequency wins.

10 Hours a Day: The Depth Is Real

The power user stat surprised even us. Some players logged 10 hours of playtime per day. On a phone. In a pre-alpha with limited content. This tells us something important: the game's skill ceiling is high enough to sustain extended play.

We designed MISFITZ to be "30 seconds to learn, months to master." The 10-hour players were deep in the mastery phase. They were optimizing character builds, developing social strategies, learning monster patterns, memorizing loot spawn locations. The extraction loop, combined with the alliance and betrayal mechanics, creates enough variability that even extended sessions stay fresh.

This range matters strategically. MISFITZ needs to work for the casual player who has 10 minutes and the dedicated player who has 10 hours. Both audiences are essential for a healthy game ecosystem.

The Death Paradox: 80.5% vs. 74.5%

This is the single most important data point from the pre-alpha. Players who died were more likely to start another run than players who extracted successfully. The death-retry rate was 80.5%. The extract-retry rate was 74.5%. Dying drove more engagement than winning.

At first glance, this seems counterintuitive. Wouldn't a positive outcome encourage more play? In most games, yes. But extraction shooters work differently. When you extract, you feel satisfaction and closure. You got your loot. Mission accomplished. There's less urgency to go again immediately.

When you die, you feel something stronger: unfinished business. You had loot and lost it. You trusted someone and they betrayed you. You were seconds from extraction and got caught. These are emotionally charged moments that demand resolution. The only resolution is another run.

This 6% gap between death-retry and extract-retry is the mathematical proof that the "one more run" loop works on mobile. Loss aversion, the psychological principle that losses feel roughly twice as powerful as equivalent gains, is doing the heavy lifting here. We didn't have to engineer this response. The extraction format creates it naturally.

The Server Shutdown Protest

During the pre-alpha, we ran the servers on a limited schedule. When a test window ended, we'd shut down the servers and send players a notification. What happened next caught us off guard. Players complained. Loudly. In our Discord, on social media, through every feedback channel we had. They didn't want to stop playing.

This might sound like a small thing, but in game development it's one of the strongest signals you can get. Players protesting the removal of your game means they've formed a habit around it. It means the game has moved from "interesting thing I tried" to "part of my daily routine." For a pre-alpha with placeholder art and limited content, that signal was electric.

Creator Program: 750 Creators, 250 Pieces in 10 Days

We partnered with KairosTime, one of the biggest content creators in the Supercell community, to launch our creator program. The results exceeded every projection. 750 creators enrolled. In the first 10 days, they produced 250 pieces of content: gameplay videos, character guides, strategy breakdowns, highlight reels.

What made the content work was the game itself. MISFITZ generates stories. The alliance-betrayal dynamic creates moments that are inherently watchable and shareable. Creators didn't need to manufacture drama. The game provided it.

This confirms a hypothesis we've had since day one: content virality is a core growth channel for MISFITZ. When your game creates shareable moments by design, your players become your marketing team. It's why we built the company around the mission of "games worth sharing."

Three Big Lessons

1. The extraction loop works on mobile

This was the core question going in. Could the risk-reward tension of extraction translate to short mobile sessions? The answer is definitively yes. The data shows that players engage with the extraction loop repeatedly across multiple daily sessions. The format doesn't just work on mobile. It might work better on mobile, because the short session length removes the biggest barrier to re-engagement.

2. Social mechanics create retention

The alliance and betrayal system isn't just a feature. It's the retention engine. Every match creates a unique social narrative. Players come back because they want to write the next chapter. They want revenge on the player who betrayed them. They want to test whether they can trust a different stranger. The social unpredictability keeps every session feeling new even when the maps and monsters stay the same.

3. Short sessions drive frequency

Three sessions per day. That number matters enormously for a mobile game. Single-session-per-day games have one chance to engage you. MISFITZ gets three. Each session reinforces the habit, strengthens the emotional connection, and increases the likelihood of the next session. Short sessions aren't a concession to mobile. They're an advantage.

What Comes Next

The pre-alpha gave us the data we needed to move forward with confidence. Here's the roadmap:

  • Q2 2026: Beta launch. Expanded content, refined balance, improved onboarding based on pre-alpha feedback.
  • H2 2026: Global launch. Full release on Android and iOS with the US as the priority market.

Between now and launch, we're focused on three areas. First, expanding the content: new maps, new monsters, more depth for all 8 characters. Second, improving the new player experience. The pre-alpha taught us where players get confused and where they get hooked. We need to minimize the former and maximize the latter. Third, growing the creator community. The 750-creator base from pre-alpha is a starting point, not the ceiling.

Want to be part of the beta? Sign up for the playtest. We're adding new players every week on both Android and iOS. You can also read about how we got here or check out our comparison with other extraction shooters.

Building a game in public is nerve-wracking. Sharing your data openly, even more so. But transparency is part of our studio culture. We believe that if the numbers are strong, showing them builds trust. And these numbers are strong. 70,000 players told us that MISFITZ works. Now we need to make it great.

Last updated: April 1, 2026

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MISFITZ is the casual extraction shooter from ex-Brawl Stars, Clash Royale, and King developers. The beta is coming Q2 2026. Sign up now to get early access.

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