Rockbite Games: New growth opportunities for our Idle RPG

Rockbite Games: New growth opportunities for our Idle RPG

Idle Outpost was not originally positioned as a full-fledged Idle RPG — but that’s the direction we committed to in late 2023. Shifting identity mid-journey is risky; our core audience might have rejected the pivot. So our first rule was simple: do no harm.

We not only avoided harm — we moved several key metrics in the right direction. We’ve already covered the first six months of this transition in a separate deep dive, but a few valuable developments didn’t make it into that post. This is the rest of the story.

At the core of these new features lies a search for sustainable growth — much of which emerged naturally as our RPG systems matured.

Five subscriptions instead of one battle pass

We completely restructured the battle pass system in the updated version of Idle Outpost. Previously, a single battle pass contained every possible bonus — but player behaviour told us that audiences wanted choice. Some focused on upgrading their trading stations; others lived for the arena.

We now offer five distinct subscriptions, each targeting a specific gameplay vector: chests, gems, excavation tools, and more. Each subscription is available in weekly, monthly, and other durations — and each costs roughly half the price of the original unified battle pass.

Players can now mix and match exactly what suits their playstyle. This model is rational for those focused on specific progression paths, even though purchasing all five simultaneously exceeds the cost of the old single pass.

Subscriptions do not auto-renew — but once players experience the boost, they’re reluctant to revert. The perks substantially elevate the overall experience.

Following this update, we observed a moderate increase in long-term retention. More importantly, paying user conversion rose by 36% — and we expect this trend to strengthen over the next few quarters. Much of this uplift comes from players who have been with us for four months or longer.

More focus on combat

To elevate combat as a core pillar, we introduced a dedicated Missions tab, now home to both PvP and PvE activities. Two major modules have been implemented so far:

Arena — competitive PvP battles with leaderboard progression and tiered rewards.

Zombie Hunt — cinematic PvE encounters against high-intensity zombie waves. The visual and rhythmic intensity is comparable to Neo’s subway fight in The Matrix: overwhelming odds, tight timing, and a sense of escalating pressure. Players receive three free attempts daily, with two additional tries available via optional ad views.

Long term, we plan to expand the Missions tab into a modular combat hub, establishing battles as a central pillar of the Idle Outpost ecosystem.

Cosmetics and character customization

Shifting deeper into RPG territory meant expanding player expression. We’ve significantly broadened the avatar system — and these choices are no longer purely cosmetic. Unlocking new characters now grants unique passive skills, giving each acquisition tangible gameplay value.

We’ve also added customizable avatar frames and title plates (e.g., “Zombie Slayer”, “Beat King”). Characters are now prominently displayed in the base UI, supported by a dedicated customization screen that allows fine-grained visual tweaks.

This layer is not merely ornamental — it provides a structural foundation for future content. Deeper customization supports long-term goals, richer progression systems, and a consistent cadence of fresh, engaging features for players.

Author: Avetis Zakharyan, Rockbite Games