Atlas of Doors · Field Log · Experiment 01
A new player's first sight of Atlas of Doors is one screen: a giant New Run door, and beneath it a smaller gold seal — Your Atlas, the home of the meta-game. We ran a live three-way test on brand-new players: show that seal at full size, shrink it, or remove it entirely. Removing it won.
The Test · Three Home Screens
Same door. Same first tap. The only thing that changed between players was how present the Your Atlas seal was, sitting just below the button.
The Readout
Straight from our live dashboard. Activation is the gate; the columns to its right show what each version does to the run after a player is in.
atlas-seal-firstjoin · KPI: Activation · collecting
One honest caveat. Everything past Activation in that table — Floor 2, Full Run, Depth, next-day return — is shown for completeness, but only a hundred-odd players per version have reached those stages so far (next-day return is 4 players versus 7). That is far too small to be statistically meaningful, so we don't read it as a result. The one column we trust today is Activation, where the sample is large enough to matter. The deeper reads will come as the numbers grow.
What It's Worth
Activation is the number that turns ad spend into players. Lifting it costs nothing extra — the budget is identical. It just makes every acquisition dollar reach further.
| Per $1,000 of spend | Control · shown | Removed · winner |
|---|---|---|
| New players landed | 2,000 | 2,000 |
| Activation rate | 32.0% | 36.4% |
| Activated players | 640 | 728 |
| Cost per activated player | $1.56 | $1.37 |
Why Removing It Worked
A brand-new player has zero Keys. The Atlas — where Keys are spent — has nothing for them to do yet. So on that first screen the seal wasn't depth; it was a second gold object competing for attention with the one action that matters: starting a run.
Take the competition away and more players take the single obvious door. The Atlas isn't gone. It opens the moment they finish their first descent, when they've earned Keys and it finally means something. See it early, earn your way into it later. It just doesn't belong in the doorway.
Downstream stages · directional only
Shown for transparency, not as findings. The samples that reach these later stages are still far too small to call — they only become readable as more players go deep.
The Honest Caveat & The Lesson
Treat these numbers as unreliableOnly the activation read at the top had the volume to trust. Everything downstream — Floor 2, finishing the run, coming back the next day — is drawn from ~130 players per arm: far too few to decide anything. We show them for honesty, not as proof. And the real lesson of this log isn't “removing the seal won.” It's this: at our traffic, most experiments can never gather enough data to be reliable — and dressing up a thin, noisy number as a finding is how you fool yourself. When the data can't decide, decide with an informed gut, and make a bet.
Before running any A/B test, put it through these rules (now baked into our internal game-council). If a test fails them, don't run it — trust your gut and ship a bet instead: your best judgment, live, with a guardrail to watch.
The through-line: low throughput means you cannot buy certainty with a test. Spend your rare tests only on big, early, two-armed, powered questions — and decide everything else on gut feeling, shipped as a bet.
Every new device is split at random across the three versions — uniform assignment, no targeting on who's likely to spend or stay. The KPI is activation: the first meaningful action a new player takes. The figures here are the live read at roughly 400 sessions per arm; the test is still collecting, so treat the exact points as directional. Activation is the only stage with enough volume to read with confidence — the deeper stages don't have the sample yet.