Designing Accursed Towers: A Scalable Social System for Long-Term Retention


Context

Diablo Immortal is a mobile multiplayer game with a variety of social systems. Clan activities in Diablo Immortal required heavy, active involvement—alienating casual players and overloading leaders. Social play is one of the strongest drivers of long-term retention, so we needed a casual system that encouraged daily engagement across all player types.

Challenge

  • PvP-exclusive modes left most clan members disengaged

  • Clan leaders were overwhelmed by admin complexity

  • Tutorials were long, inconsistent, and often ignored

  • Goal: Design a feature that fosters inclusive, sticky clan participation

Research

  • Leaders were burning out—struggling to manage multi-layered systems

  • Players wanted non-PvP ways to contribute, especially casuals

  • Tutorials lacked consistency and were rarely effective

  • Seasonal content was growing more complex, with poor onboarding

Goals

UX objectives:

  • Empower leaders with low-friction strategy tools

  • Let casual players contribute through PvE

  • Onboard players with modular, reusable tutorials


Key initiatives:

  • Created a scalable tutorial carousel, later adopted across game modes

  • Developed a visual language for tower ownership, curse status, and PvP state

  • Designed filtering and map scaling tools to reduce leader friction

Responsive Map Scaling

Designed the clan map to reveal different layers of information at each zoom level—helping leaders shift seamlessly between high-level strategy and granular tower details.

Why it works: Mirrors player behavior—when players zoom in, they expect precision; when zoomed out, they want clarity and overview.

Player vs. Environment (PvE)

Designed HUD, mini-map statuses, loot and in-combat visual feedback. Tuned gameplay experience through playtests.

Player vs. Player (PvP)

Designed HUD, mini-map statuses, loot and in-combat visual feedback. Tuned gameplay experience through playtests.

Collaboration

  • Led UX from concept through live patching

  • Ran internal + community playtests to validate and refine tutorial/map flows

  • Worked with UI Art to deliver a clear, scalable visual system

  • Partnered with Production to ship post-launch enhancements based on feedback

  • Created reusable tutorial templates now retrofitted across multiple features

Results & Next Steps

  • Increased daily clan activity and logins—across casual and competitive players

  • New tutorial framework became the default onboarding model

  • Feature success led to the launch of Alliances, a new social system driven by Accursed Towers' impact

say hi!
shelley.wang08@gmail.com
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say hi!
shelley.wang08@gmail.com
linkedin↗