All work
Case study · UX Tree Mentorship · Star Trek Fleet Command web store · Feb – May 2025

A store full of bundles, and no way to find one

Star Trek Fleet Command's web store gives players bonus rewards for buying outside the app, but no search, no filters, and no way to compare two packs. Over four months I researched with real players and designed a mobile-first search, filter and comparison experience, then heard from the designer who built the actual feature: "Nice work!"

01Role

End-to-end · UX research, UX & UI design

0Months

Mentored through the UX Tree program

0Players

60 survey responses + 9 one-on-one interviews

Scroll to begin
TL;DR · if you read one thing

Players arrive at the STFC web store knowing exactly what they want, and then scroll, give up, and buy it in-game instead, costing the business its best-margin channel. I researched with 69 players, then designed search, filters and side-by-side comparison for mobile. A Scopely designer who worked on the real feature later saw the project and confirmed the direction.

01The setting

A second store, with better rewards

Every purchase on the web skips the 30% platform fee. The business wants players there. The store makes it hard to stay.

Star Trek Fleet Command is a 4X MMO strategy game by Digit Game Studios, published with Scopely, with around 20 million downloads and roughly 175,000 players commanding fleets daily. Alongside the in-game shop it runs a web store, sweetening purchases made in the browser with bonus Multiphasic Credits.

This four-month project, completed as part of the UX Tree Mentorship program, focused on the store's weakest link: discoverability. Players struggle to locate specific bundles, which means frustration, missed purchases and lower engagement, on the channel the business most wants to grow.

0platform fee skipped on every web purchase
0of revenue already via the web store
0search bars in the store, before this project
The gamestats at the time of research
What is STFC?

Star Trek Fleet Command, in one paragraph

A 4X MMO strategy game where players explore, expand, exploit and exterminate across a vast, persistent online galaxy. Developed by Digit Game Studios, published by Scopely and CBS Interactive. Deep strategic gameplay, alliance politics, and a lot of ships.

AndroidiOSiPadOSmacOSWindows
Released in2018
Total downloads~20 million
Log-in regularity rate0
Player retention · 1 year0
Daily active players~175,000

Tools: Figma · Notion · Google Forms & Sheets · Discord · ChatGPT

02Problem framing

Scroll, squint, give up

"I wish there was just a search bar. It's 2025!"

Players can't easily find or compare the bundles they want, especially on mobile. There's no search and no filters, so finding one pack means scrolling an overwhelming list. What each bundle contains hides behind a click. Two similar packs can't be lined up side by side, so players memorise contents or juggle tabs.

Desktop users invented a workaround: Ctrl+F. Mobile users, the majority, have nothing. Several told me they simply gave up mid-purchase and bought in-game instead, handing 30% straight back to the platform.

So the brief became: help players find and compare bundles effortlessly, mobile-first. Better for players, and directly tied to revenue for the business.

Feel it yourselfthe store today vs. one search bar

The store today

0 px scrolled

You came for the Deuterium Ultra Pack. There is no search. Scroll for it.

With search

0 keys

Same store, same pack. Type its name.

Both panels hold the same 24 bundles. Only one of them respects your thumb.

03Discover

Research, with actual Trekkies

I followed the Double Diamond (diverge to understand, converge to define) and mixed quantitative and qualitative methods so I wasn't designing off one loud opinion. Five research streams, one picture.

01

Online feedback audit

App Store, Google Play and r/startrekfleetcommand: what players say unprompted. "Web store is hard to navigate" kept surfacing.

02

Internal research brief

An official Scopely research deck gave me starting hypotheses. Lack of filtering was already a known top complaint.

03

Competitor analysis

Marvel Strike Force, Clash of Clans, Last War, Rise of Kingdoms, WWE: how other games' stores handle categories, exclusives and loyalty.

04

Survey · 60 players

Google Forms, recruited through player communities. Frequency of use, frustrations, and the features they wished existed.

05

Interviews · 9 players

Semi-structured, over Discord chat, from occasional buyers to dedicated spenders, most on mobile. Coded in Notion, affinity-mapped in Figma.

06

Synthesis

Affinity mapping surfaced three themes: search limitations, bundle overload, navigation friction.

In the wildreviews · reddit · official acknowledgments · tap a card for the field note
Collage of app store reviews and Reddit threads about the STFC web store: navigation complaints, missing bundles, best-value pack discussions

Nobody was asked, and everybody said it anyway: the store is hard to navigate.

The survey60 responses · click through the results

Same numbers as the Google Forms export, minus the Google Forms purple. 71% wanted better filtering; findability satisfaction averaged a resounding “meh”.

The interviewsrecruited & run on discord
Discord message recruiting players for the research
A player on Discord acknowledging the research and hoping Scopely looks at the results

The community didn't just tolerate the research. They were rooting for it.

"Web store seriously needs a search bar. It's a pain scrolling through everything."

Interview · regular player, mobile

"On my phone, I just give up scrolling sometimes."

Interview · moderate spender
Insight · 01

Players know what they want. They arrive with a pack name in mind, from alliance chat, Discord or in-game news, and the store gives them no way to type it.

Insight · 02

Bundle overload. Similar-looking packs with vague names, contents hidden behind clicks. Browsing feels like work.

Insight · 03

No way to compare. Choosing between two similar packs means memorising contents or opening tabs: error-prone, and a purchase-killer.

Insight · 04

Abandoned purchases are real. Several players wanted to buy, got frustrated searching, and stopped. Lost sales, not just lost patience.

04Define

Meet Alex, who just wants his pack

How might we help STFC players find and compare bundles more easily, so they feel confident and efficient when buying?

Everything converged on one statement: players cannot easily find or compare the bundles they want on the STFC web store, especially on mobile. Given the time available, I deliberately scoped the solution to the mobile web experience, where the pain was loudest and the workarounds were fewest.

To keep the human in the frame, I built Alex: a longtime player and moderate spender who checks both stores, buys big on the web for the bonus credits, and is one bad scroll away from not bothering. An empathy map and journey map traced where his patience ran out: navigate and compare.

Personaalex · longtime player · moderate spender
In his words

“I know I get extra rewards on the web store, but finding what I want there is a nightmare. If I’m already on my phone in the game, it’s just so much easier to buy through the app. Unless I’m making a big purchase, the hassle isn’t worth it for me.”

A

Alex

30Plays dailyAndroid + PCModerate spender

A longtime STFC player who plays daily on his Android phone and occasionally opens the web store on his PC. Tech-savvy but loyal to the convenience of in-app purchases, he finds the web store less reliable on mobile and delays purchases until he’s at a desktop. He wants the ease of mobile with the benefits of the web. Juggling devices is exactly the friction this project removes.

Goals

  • Progress competitively without wasting money: best value for every euro spent
  • Obtain rare officers and ship upgrades to stay on par with his alliance
  • Purchase with minimal hassle so he can focus on gameplay

Behaviors

  • Checks both stores a few times a week, especially during new releases and events
  • Buys small impulsive packs in-game; goes to the web for larger planned purchases and the bonus credits
  • Discusses purchases with alliance friends before committing

Frustrations

  • Web store is hard to navigate: no search, poor categorisation, lots of scrolling
  • Same prices as in-app: no outright discounts, only Multiphasic Credits
  • Switching to a browser and logging in feels clumsy next to one-tap in-app buying

Motivations

  • Value: bonus credits make big purchases feel like a better deal
  • Competition: staying competitive in events and useful to his alliance
  • Efficiency: if the web store were easier, he’d gladly shift his spending there
Empathy mapwhat alex thinks, does, says, feels

Thinks

  • “Is the web store really worth the hassle?”
  • In-game is more convenient, but the web offers extra value
  • Suspects he’s missing offers if he doesn’t check, so he keeps checking

Feels

  • Impatient when he can’t quickly find the bundle he wants
  • Annoyed when technical issues interrupt a purchase
  • Happy when a good web deal lands and the bonus credits arrive
  • A little guilty for defaulting to in-game convenience

Does

  • Browses both stores almost daily and compares offers between them
  • Quick buys in-app; big spends on the web for the credits
  • Uses Ctrl+F on PC; scrolls and scrolls on mobile
  • Runs unusual or large purchases past his alliance first

Says

  • “Web store seriously needs a search bar. It’s a pain scrolling through everything.”
  • “When I’m about to drop money, I’ll do it on the web to get that little kickback.”
  • “Buying through the app is just easier. Sometimes I can’t be bothered logging in on the web.”
Journey mapdiscover → navigate → compare → decide → purchase
Stage · 01

Discover

Hears about a new bundle in-game or in alliance chat, and heads to the web store for the bonus credits.
Pain

Leaving the game breaks his play session.

Promote web exclusives in-game
Stage · 02

Navigate

Logs in and hunts for the pack by name. No search, so he scrolls every category on a small screen.
Pain

No search or filters; endless scrolling; the occasional forced re-login.

Search bar + filters
Stage · 03

Compare

Opens similar bundles one by one, juggling tabs and memorising contents; asks the alliance for opinions.
Pain

No side-by-side view: error-prone mental math between packs.

Compare tool + value cues
Stage · 04

Decide

Picks the pack that fits his needs and budget, then double-checks the contents one last time.
Pain

“Will the purchase actually register in-game?” He worries until it’s done.

Reassurance at checkout
Stage · 05

Purchase

Buys, then returns to the game to verify the items landed in his inbox.
Pain

Checkout friction, and the wait for delivery confirmation.

Saved payment + delivery confirmation
ExcitedFrustratedUncertainCautiousSatisfied

Excited at discovery, frustrated by navigation, uncertain at comparison. The two dips became the two design targets.

05Develop + deliver

Three fixes, zero new habits to learn

From sketches to wireframes to a hi-fi Figma prototype, every decision answered one question: would this make it easier for Alex? I deliberately stayed close to the existing STFC visual language. The improvement should feel like the store waking up, not a redesign players have to relearn.

Fix · 01

Smarter bundle cards. Contents visible upfront (resources, credits, ship parts), plus a social-proof icon showing how many alliance members bought the pack. No more click-to-find-out.

Fix · 02

Search with real-time suggestions. Type a pack name, get matches as you type, with category and resource-type chips for when you don't know the exact name.

Fix · 03

Filters + side-by-side comparison. Refine by resource type and quantity range, then line up two bundles with indicators marking which pack gives more. Decisions in seconds, not tabs.

Ideationpaper first · moodboard from 5 competitor stores
Paper sketch of the store home with search bar and category chips
Paper sketch of bundle cards with mega value badge
Paper sketch of the two-pack comparison concept

Two directions explored for comparison: a quick pop-up view vs. a dedicated page. The dedicated view won: small screens need the space.

Wireframeslo-fi · figma
Wireframes of bundle card, search entry and applied search filter
Wireframes of the comparison selection flow and comparison table
Wireframes of the filter sheet with resource type chips and range sliders
Search flowhi-fi · real-time suggestions
Hi-fi search flow: empty search state with category and resource chips, typing state, and real-time suggestions for 'Ultra Pack'

Players who arrive knowing the pack name (most of them) now type four letters and land on it.

Filter flowshi-fi · category + resource type + quantity range
Hi-fi filter flow: filtering bundles by category
Filter by category
Hi-fi filter flow: category filter applied, results narrowed
Applied: 20 results down to 10
Hi-fi filter flow: filtering by resource type with a quantity range slider
Filter by the resource you actually need (Latinum, refined gas) with a quantity range
Comparison flowhi-fi · two packs, side by side
Hi-fi comparison flow: compare CTA on a bundle, selection tray, and side-by-side table with green arrows marking higher quantities

Green arrows mark which pack gives more of each item: the decision players used to make with two tabs and a notes app.

The prototype, movingfigma prototype · recorded walkthroughs
Search
Filters
Compare
06Testing + validation

Tested with players, seconded by Scopely

"I worked on that feature, hahaha. Nice work!" · a designer on the real thing, unprompted.

I ran usability sessions with two regular STFC players on the mid-fi mobile prototype, focused on the bundle view, comparison and search. Both found it smoother than the live store ("loved seeing all bundle items upfront", "comparing two bundles side by side helped me choose quickly"), and both trusted the alliance purchase count more than I expected.

The main ask: more flexible filters, by item type, price, bundle category. That went straight on the roadmap.

Then the unplanned validation: after I shared the project publicly, a UX designer reached out on LinkedIn. They had worked on the actual STFC search feature. My independent direction had landed where the real team did.

The messagelinkedin · unprompted
LinkedIn message: 'Hey Rahul, I saw your Search functionality presentation on Youtube. I worked on that feature, hahaha. Nice work!'
The best design crit is the person who shipped the real feature saying you got it right.
07Learnings + next steps

What four months of listening taught me

Small friction compounds. Nothing in this project is a novel interaction pattern: search, filters, compare are e-commerce basics. The insight was that their absence was quietly taxing every purchase, and that fixing basics well beats inventing something clever.

What was hard

Density on a small screen

Showing full bundle contents on mobile without clutter took the most iteration. The comparison table went through several layouts before it felt effortless.

Recruiting real players

Cold-messaging a game community as a student researcher takes patience. Being transparent about the project's nature earned trust, and better data.

Staying inside the brand

Designing within STFC's existing dark, dense visual language, rather than around it, kept the concept credible and shippable.

What I'd do next

Test wider, filter deeper

More usability sessions, plus the flexible filters players asked for: price, item type, popularity.

Compare more than two

Extend the comparison model beyond two bundles for players weighing a whole event's offers.

Lean into the alliance

Personalised recommendations and popular-with-your-alliance signals. The community is the store's most underused asset.

The programux tree mentorship · feb – may 2025
Certificate of completion: UX Tree Mentorship Program, Rahul Ramesh, mentored by Tiago Assunção
Completed under the mentorship of Tiago Assunção at UX Tree. Four months of structured critique that sharpened every stage of this project.
Endless scrolling0 : 1A search barFull time · May 2025 · winner assisted by 69 players

Boldly find what no one could find before

This project taught me that the highest-leverage UX work is often the least glamorous: listen carefully, fix the basics, and stay inside the product's own language. The team that built the real feature arrived at the same answer, which is exactly the point of research.

A personal project completed through the UX Tree Mentorship program, Feb – May 2025. Not affiliated with or endorsed by Scopely, Digit Game Studios or CBS Interactive. Star Trek Fleet Command and related marks belong to their respective owners; store screenshots appear for research commentary.

0'