Region Scenes, and Why Unlocks Should Never Interrupt the Player
Each region got a painted panorama for its unlock screen. The bigger lesson was about timing – a celebration that pops up on its own interrupts play, so the screen now waits until the player decides to go and look.
Unlocking a new region is one of the biggest moments in the game. It deserves more than a dialog with a button. On this day every region got a painted panorama that fills the whole screen when you arrive there for the first time.

One style, six countries
The scene prompts share a style block with the splash screen: bright painted comic style, a high viewpoint over a valley, the resort small in the landscape, no characters and no text. Each region then adds what makes it recognisable:
- Monte Fiocco (Italy): a village with a campanile and warm terracotta.
- Val Céleste (France): an elegant high-altitude resort. The first version had a street lit by torches that looked wrong, and a chairlift with a visible kink in its line.
- Frostridge (Canada): turquoise lakes and huge forests. My first reaction to the result was "this looks suspiciously like one very famous lake in Banff". The scene was changed until it was clearly inspired by, but not a copy of, a real postcard view.
- Yukihana (Japan): with a snow-covered volcano on the horizon. I have been there myself, so this one was personal.
- Gletscherkristall (Switzerland): glaciers and rock. A first attempt had a strange wall in the middle of the picture.
Each region also got a subtitle: "Italian Alps", "Canadian wilderness", "Japanese mountains", "Swiss glacier region".
The mistake: celebrating at the wrong moment
The first version opened the unlock screen as soon as the production threshold was reached. On paper that is the right moment. In practice it is terrible: the player is in the middle of buying lifts, a full-screen picture appears, and the flow is gone.
The fix changed how the region tabs work:
- Locked regions are not shown at all, except the next one: a flag, a lock and the production you need.
- An unlocked region that you have not visited yet glows and shows a "Discover" button instead of its name.
- Visited regions show their flag, name and phase progress.
The unlock screen opens only when the player taps "Discover". It shows the scene, the name and two buttons: "later" and "travel". The moment is still celebrated, but the player decides when.
This became a guiding rule for every later feature: important moments wait for a calm moment. Today the game has a whole system that holds story cards and events back while the player is busy, but it started here.
Sepp should not spoil
The Italian unlock screen has Sepp in it, greeting the region. His first text listed what you could build there, which took away the discovery. The final text is a memory instead:
"Italy! I spent a few winters there myself as a young ski instructor. Looks rather peaceful, doesn't it? Let's see what we can make of Monte Fiocco."
All later regions have no narrator. By then the player knows what to do.
One boost is enough
There were two ad boosts with two badges: income and speed. I reduced them to one: double income, with a lightning bolt as its icon. While it runs, the production rate in the header shows "×2" with a pulsing bolt. Two parallel boosts were more to explain than they were worth.
Splitting the crystal shop
Tapping the crystal counter used to open one big shop. Now the crystal counter opens the upgrade shop (what you can do with crystals), and the small "+" next to it opens the crystal packs for real money. Spending and buying are different decisions, and mixing them made the shop feel pushy.
The crystal upgrades got structure as well: snowmaking for production, VIP guests for offline earnings, construction management for shorter build times, and an endless category for late-game players. The location upgrades from the earlier entry were switched off until the balancing is stable. Better a smaller game that works than a bigger one that does not.