All work
Case study · STFC web store

A store full of bundles. No way to find one.

Star Trek Fleet Command sells bundles through a web store alongside its in-game one. Nearly 20 million downloads, hundreds of thousands of players a day, and no search. I redesigned finding, filtering and deciding, on mobile.

01The problem

The store was hiding its own inventory.

01

Nothing to search with

No search field, no filters, and no way to hold two bundles side by side. What a bundle contained sat behind a click.

02

A workaround, desktop only

Desktop players had invented one, Ctrl+F. On mobile there was nothing to invent.

03

A 30% margin at stake

Web purchases skip the commission Apple and Google take, so the business pays players bonus credits to shop here rather than in game.

What the absence was costing
The most valuable place a player could spend was the hardest place to spend. Every purchase that gave up and bought in-game handed 30% back.
Search with 'Ultra Pack' typed: four bundle names suggested above the keyboard, the typed part boxed in each
Find it
The filter sheet: resource type chips with Latinum selected, a Latinum range slider, and a button reading show 10 results
Narrow it
Compare: Station Pack and Station Pack (Mega) side by side, item names down the middle, quantities either side, green arrows where the Mega pack gives more
Decide

Find it, narrow it, decide. An independent UX Tree concept project. I was not employed by Scopely or Digit Game Studios. The research is mine, run with real players.

Daily-player figures reported by Digiday, December 2023.

02The baseline

Nobody needed convincing to shop. They needed to find the thing.

5.2

out of 10, average rating for how easy it is to find an item

67.8%

opened the store daily, already in the habit

85%

had already bought on the web store at least once

Three of sixty players rated findability 9 or 10. The traffic was not the problem. The last step was.
Source

My own survey of 60 STFC players, February to May 2025, recruited through the game's own communities.

03What research changed

They already knew what they wanted.

Not awareness

85% already bought here. The business did not need more traffic, it needed the traffic it had to stop failing at the last step.

Two entry points

Name-knowers arrive with a bundle name from alliance chat or Discord. Need-knowers arrive with a resource they are short of and no idea which bundle carries it.

Near-identical by design

The catalogue is full of bundles that share a name and an item list, differing only in quantity. This shaped everything after it, and search cannot solve it.

One search field serves the name-knowers and abandons the need-knowers.

Sixty survey responses and nine interviews over Discord, 61.7% of them playing more than three years, is how I found that out.

04The concept

Three additions. Nothing to relearn.

01

Search

Two ways in. A name field for name-knowers, category and resource chips for need-knowers.

02

Filters

That show how many bundles survive before you commit to them.

03

Comparison

Built for the case the research found, two bundles that look the same and are not.

Additive, inside the store's existing design language. A redesign would have been a better portfolio piece and a worse answer.

Mobile web only, deliberately. One person, part-time, so one platform fully rather than two platforms partly.

Search before typing: an empty field, then two chip sets, search by category and search by resource type
Before typing
Search with 'Ultra Pack' typed: four bundle names suggested above the keyboard, the typed part boxed in each
Four letters in
The filter sheet: resource type chips with Latinum selected, a Latinum range slider, and a button reading show 10 results
By resource, by amount

Chips before you type, names as you type. Four letters in, names arrive rather than results. Then a filter sheet that narrows by resource, with a range and a count on the button.

06Key feature 2 · the trade-off

The card already sold hard before I touched it.

Inherited

Mega Value across the top, 1 Left at the bottom. Both the store's, and both persuasion. I could add to this card, not remove from it.

Added

Three things, all of them information. The contents, so nobody clicks to find out what is inside. A way to hold two bundles side by side. And a buyer count.

Why the count

The count came from research. Players were already leaving the store to check Reddit and Discord on whether a bundle was worth it. The information existed, it just lived somewhere else, and going to get it was how purchases died.

The Station Pack bundle card: Mega Value ribbon, a buyer count of 6k+, five items listed with quantities, 1 Left, a compare button and the 4.99 EUR price
  1. Inherited

    Mega Value

    The store framing its own price.

  2. Added

    Buyer count

    How many players had bought it.

  3. Added

    Contents upfront

    What is inside, without a click.

  4. Added

    Compare

    A way to hold two side by side.

  5. Inherited

    1 Left

    A purchase limit set by the store.

Five elements, two of them the store's already. The three I added are all information, and the one that needed most thought is the smallest.

07Key feature 2 · the line

The line between evidence and pressure.

The comparison table marks which bundle gives more of each item, then stops. No best-value badge, no total, no recommendation, because I wanted the player to decide, not the store.

The buyer count is where that principle got tested. In usability sessions it was the element players responded to most: a higher number meant more trust. That is the feature working, and it is the part worth sitting with.

A number that makes someone trust a purchase is, from the other side of the screen, a number that makes them more likely to spend.

At the time

I put no constraint on the count. I did not foresee the manipulation risk.

What I would do now

Constrain it. A count is information as long as it reports what happened.

Where it turns

The moment it is engineered, made urgent, or attached to whichever bundles the store most wants to move.

08The shift

Finding it is not the same as choosing it.

Before

Search and filters, and the store stops hiding its inventory. That was a complete answer to the problem as stated.

Then the catalogue changed my mind

Search takes a player to Station Pack. It does not tell them the bundle beside it, at the same price, gives more. So the work grew a third feature: comparison, shaped for near-identical bundles.

Why a centre spine

Item names down the middle, each bundle's quantity either side, arrows marking whichever gives more. A conventional table puts labels left and columns right, which on a 375px screen means horizontal scrolling.

Comparison starts from a bundle card, not a separate section. Comparing is not a task players plan, it is something they realise mid-browse.

Choose bundle for comparison: the Station Pack card, with a tray at the bottom holding the first pick
Picked mid-browse
Compare: Station Pack and Station Pack (Mega) side by side, item names down the middle, quantities either side, green arrows where the Mega pack gives more
Side by side

Picked mid-browse, then held side by side. Quantities, then arrows for whichever gives more, and no winner named: the store's call, not mine. Prototype data, modelled on research.

09The final experience

Find it, narrow it, decide between what is left.

Three screens, in the order a player meets them.

Scope

Mobile web only. Every screen here was drawn at 375 points wide, and the decisions were made at that width rather than shrunk to fit it.

Ten results after filtering, the Station Pack card at the top with a Mega Value ribbon
Ten results
The Station Pack bundle card: Mega Value ribbon, a buyer count of 6k+, five items listed with quantities, 1 Left, a compare button and the 4.99 EUR price
The card
Compare: Station Pack and Station Pack (Mega) side by side, item names down the middle, quantities either side, green arrows where the Mega pack gives more
Side by side

Ten results, and the bundle you came for. Contents on the card, and the buyer count in place. Then quantities either side, arrows marking more, and no verdict.

10What came of it

Sixty-nine players, for a project nobody commissioned.

0

players, self-recruited through player communities. 60 surveys, 9 interviews.

5.2

out of 10 findability, the baseline the work was aimed at.

71.2%

named better filtering as the single thing that would help them most.

Tested with two

Both found it smoother than the live store, both singled out seeing bundle contents upfront and comparing side by side, and both wanted more flexible filtering than I had built.

Footnote

After I published the project, a designer who had worked on the actual STFC search feature messaged me unprompted. Independent work, same destination. Direction confirmed, not an endorsement.

LinkedIn message: Hey Rahul, I saw your Search functionality presentation on Youtube. I worked on that feature, hahaha. Nice work!
11Retrospective

Fix the basics, then watch what the fix does to people.

Nothing here is a novel pattern. Search, filters and comparison are e-commerce basics, and the insight was that their absence was quietly taxing every purchase in the store the business most wanted people to use.

What stayed with me is the second thing: the buyer count worked because it was true, and it moved people because it was persuasive, and those are the same property viewed from two sides.

Would change

More participants

A measured outcome rather than an impression.

Would extend

Harder comparisons

Mismatched contents, unequal prices, and more than two bundles at once.

Took forward

Commercial is not neutral

Commercial surfaces need the same scrutiny as safety-critical ones.

That's the short version.