Krunker Strike had a solid audience across Discord, Facebook, and Samsung Games, but it was struggling to keep players hooked. While it offered improvements over Krunker.io, it lacked the depth players expected, and churn rates were climbing faster than a no-scope headshot. As **Lead Game Designer**, it was my job to fix the mess and make the game shine. I led the design team in tearing down mechanics that weren’t working (RIP to some truly bad ideas) and introduced new ones to improve retention, DAU, and revenue. Collaborating with 2D and 3D artists, UI/UX designers, and Economy and Level designers, we revamped the FTUE, centralized the economy around skins, and optimized gameplay to run on everything from a high-end PC to a toaster. The game didn’t even have a proper GDD when we started, so I built one from scratch, along with asset and audio libraries and blueprints for seasons, content drops, and special events. This gave the team a clear roadmap and made sure no one had to ask, “Wait, what are we doing again?” The results? Player churn dropped by 19%, and D1, D3, and D7 retention increased by 15–25%. With new skins and special bundles, revenue jumped by 16%, peaking at 28%. Krunker Strike went from struggling to thriving—and proved that with the right tweaks, even a game on life support can come back swinging.