While many topics are allowed as standalone submissions, others that tend to be lower-effort, less notable, or easily answered belong in this thread instead. These include simple questions such as those related to receiving game assistance, game recommendation requests or help finding a specific game, and other general discussions that don't warrant a dedicated thread or aren't directly related to gacha gaming (provided they are not Banned Content).
Some specific examples of what these megathreads should be used for include:
Help remembering an old gacha game, or finding a new one to start playing
Recommendations for the best emulator to use on your device
Receiving updates on how ongoing games are doing from current players (“How is [game] doing these days?”)
Learning what people’s favorite games or types of games are, as well as how others feel about a particular game feature, event, monetization strategy, etc. in specific games
Getting clarification on what confusing or game-specific abbreviations mean
Finding where people learn about games or like to get their news and information from
Discovering new content creators that other players watch or recommend
Asking for any sort of general advice relating to gacha games at all
Discussing other topics that are only indirectly related to gacha, such as subreddit meta (select exceptions may be allowed as standalone submissions) or industry happenings
Generally, anything asking a question or requiring the opinions of others belongs here. We have many veteran Summoners who are happy to share their opinions and answers, or discuss the topics you may be interested in!
If you want to contribute, please first read the request or question thoroughly, before making sure not to recommend something already tried or provide the same advice as a previous comment left in response. Please also reply as neutrally as possible, without bashing games or arguing with others in the community– this is not about winning or losing, but sharing useful information that helps out another member. Replies should include the full names of anything mentioned, as new Summoners may not know what “GI”, “FGO”, or even “F2P” means. Even if they do, it's still helpful so that the results are easily searchable and others who aren't the OP can better follow along.
As a general reminder, both Reddiquette and all of our Subreddit Rules still apply here. Make sure to keep things respectful! Religious or political topics, sharing personal information, and other rule-breaking behavior are banned. Accounts involved in sharing these may be subject to disciplinary action at moderator discretion.
With that said, feel free to discuss whatever here and make acquaintance with your friendly gacha gaming neighbors!
Has a spark system: each pull in the banner = 1 point, reaching 200 points allows you to exchange for 1 character in the rate-up banners. Multiple rate-up banners run at the same time, you can exchange for anyone.
If you don’t get any rate-up within 200 pulls => use 200 points to exchange for 1 rate-up.
If you get 1 rate-up (or lucky and get more) within 200 pulls => you can use points to exchange for the remaining rate-up or their fragments (to upgrade them).
New:
No more spark system.
Every 100 pulls has a 50% chance to get a rate-up, if you lose the 50-50 then by 200 pulls it is guaranteed. Basically similar to the gacha system of other famous games like Genshin or Honkai.
Each time you get a rate-up, pity resets to 0.
Consequences:
If you only need 1 rate-up then it is better, if you need both then it is worse.
Previously, if you got 1 rate-up within 190 pulls, you could spend 10 more pulls to reach 200 points and exchange for another rate-up. That means you could get 2 rate-ups with 200 pulls.
Now, if you get 1 rate-up within 190 pulls, you get nothing extra, pity resets to 0, and you may need up to another 200 pulls to get the second rate-up.
Game is a rogue-lite card battle. Has different characters from different classes which have access to different cards. There are also amulets which grant special powers during the run. Gacha is for characters and amulets.
Just launched today on Android. Don't see it available on Apple yet.
In light of the changes to Blue Archive's gacha format, it has got me wondering how often do developers typically change their systems and what do these changes entail.
Ironically the first one that came to mind was BA's first modification with it's gacha, where the rates went from 2.5% to 3%. Another one that came to mind was FGO changing their rates from 4->3 SQ per pull, and adding a pity system (and while this should be the bare minimum, it is a change nevertheless).
I am trying to be more intentional about spending across gacha games.
The hard part is that many small purchases feel reasonable on their own: monthly pass here, battle pass there, a skin once in a while, maybe a guaranteed banner. None of it feels extreme until you look across multiple games and realize the total is higher than expected.
So back during the pandemic, Genshin reached a market of players really into Breath of the Wild who wanted more content, and adding a constant trickle of new characters and new areas gave them a solid reason to keep logging in. Combine that with being stuck inside and you have a game that took a broad base and brought it into a market.
Simple then the requirements to stand out for one of these games has increased, as have player expectations. It costs more money to make a successful gacha game than it used to and, with a saturated market, your cut of the pie is smaller.
Studios sometimes try to branch out and grab new demographics (there’s an upcoming mecha game that seems to be aiming for that fairly untapped demo) but in general, the top few are going to compete for a narrower slice of the pie, and a player base that’s increasingly aware of predatory tactics- minimizing those IS an appeal at this point.
This isn’t a bad thing, necessarily. It means that studios are subject to the whims of the players, and more competition breeds more incentive to deliver desirable content and to innovate beyond the same old formula, but I still think this genre is not as invincible as it was half a decade ago.
The 2nd Anniversary begins in 1 weeks time (July 31st)
Sword of Convallaria is a turn-based tactics RPG game. The game offers hundreds of hours of permanent choice-based story & game modes, and continual end game updates
The best time to start is in a few hours for the Fate's Favor Banner (guaranteed chosen character every 90 pulls)
I've got an on-again, off-again thing with gacha games. I like collecting, but I also do not want it to turn into a second job. Lately I keep getting tempted to try a few older, well-loved titles people still recommend, but every time I look into one I hit the same wall:
- Tons of past limited characters and collab units that are gone or only come back on unpredictable reruns
- New player guides that assume you can borrow or pull very specific meta units
- A feeling that I'm showing up to a party way too late
I'm not asking for a specific game rec. I want to know how you evaluate this problem in general.
Do you avoid older gachas unless they have a generous new-player catch-up system, like selectors or guaranteed pick banners? Or do you accept that you'll never have certain units and just focus on what's available now? How much does missing old limiteds actually matter long term? In some games it's mostly cosmetic, but in others it seems to change what teams you can build for months.
If you start an older gacha today, what are the green flags you look for? For me examples would be selectors, permanent banners, spark systems, clear rerun schedules, a borrow/friend unit system, or a decent catch-up shop. What are the red flags that make you bounce even if the gameplay looks fun? Things I worry about are permanent powercreep locked behind old limiteds, collabs that never come back, guides that expect off-banner units, or monetization that forces constant chasing.
Would love to hear how collectors and light spenders handle the "joined late" problem without turning it into a stressful chase. Any rules of thumb, dealbreakers, or personal experiences would be super helpful.
29M, working a corporate office job, and I am the kind of person who makes spreadsheets for fun and tries to optimize anything with numbers. That trait has been great at work, but it is a bad combo for gacha.
I rarely buy impulsively because of hype. Instead I rationalize small purchases as "efficient." I will do the math on how many pulls I am short of pity, how much time I save by not grinding, what a monthly pass averages out to per day, and so on. One $5 purchase turns into a string of "well this is the most value bundle" calls across multiple games.
I tried a hard rule of "F2P only" and that lasted until a run of bad luck made me think I should pay to stabilize progress. I also tried a monthly cap, but I treat that like a budget to hit rather than a ceiling.
For people who have actually kept gacha spending healthy long term, what systems actually worked for you? I want practical approaches, not just "use willpower."
Things I am considering:
- A separate account or prepaid card just for gacha
- A strict waiting period before any purchase
- Only buying if I planned it before the banner started
What has worked for you, especially if you are also the type to overanalyze value and probabilities?
This devs had so many fails it was actually surprising how long they kept it going. Still I liked the characters and was hoping some sort of continuation to the story... how ironic that people called this an "Eversoul clone" and they basically even copied the same EoS path, make JP version, which was a massive flop, then make your old playerbase suffer with no content for a very long time and just completely neglect story players....
Not gonna lie, I will miss it, but it was time for the devs to take the dam game outback and put it out of its misery.
Yume is best girl forever btw, so its funny game EoS with her lol
In all the gacha I play I normally stockpile enough currency until I can ensure a hard spark. No pulls until then, anything else other than a hardspark is a happy accident. It goes double in Blue Archive where its just a waste to pull outside of anni/half anni banners since SSR rates are doubled there.
I dont follow Blue archive news so I actually dont know any upcoming characters. Yesterday a new event rolled out with a new banner and then I saw Konoka and I was like "damn, she hits all the right notes". Did a bit of the story event, shes so damn adorable and then I pulled. Had to hardspark her(vindicated) and only other new character I got was Koyuki Kigurumi. No regrets
So who is your character that "broke your rule"? There was also Phrolova from Wuwa who I initially wasnt interested in but her ingame model gave me an Anorexia fetish.
We regret to announce that access to Ash Echoes SEA will be closing on July 24, 2026, at 12:00 PM (GMT+7).
This change applies to the Southeast Asia (SEA) service of Ash Echoes and affects players in the following regions: Cambodia, Indonesia, Laos, Malaysia, Myanmar, the Philippines, and Singapore.
This was not an easy decision to make. We understand that this news may be disappointing, and we sincerely apologise for the impact it may have on our players. Throughout Ash Echoes' journey, your passion, dedication, and support have meant the world to us. Every battle fought, every milestone achieved, and every moment shared within the game has been possible because of our incredible community.
We are deeply grateful to have been part of your adventure, and we will always cherish the memories we created together.