Destiny Rising and the New Anti-Gacha Experiment

MD
Written by
Integrated MA

Destiny Rising and the New Anti-Gacha Experiment

Destiny Rising and the New Anti-Gacha Experiment

A new Destiny-like mobile RPG shooter is making waves by doing something almost unheard of in the gacha space: cutting back on the usual barrage of random pulls, exploitative banners, and star-tier obsession. Instead of doubling down on the casino-like side of the genre, it is trying to sell itself on gameplay, generous character access, and a progression system that does not hold power hostage behind loot boxes.

This approach is not happening in a vacuum. Players are increasingly skeptical of aggressive monetization, regulators are watching loot boxes more closely, and veteran live-service fans are tired of spending more time in shop menus than in actual missions. Against that backdrop, a Destiny-flavored gacha shooter that trims the most hated parts of the model feels both risky and overdue.

Why Gacha Has a Reputation Problem

To understand why this pivot matters, it helps to look at the broader gacha landscape and why the word itself has become shorthand for predatory design.

How gacha usually works

Most gacha games follow a familiar pattern:

  • Random pulls on character or weapon banners with low drop rates for top-tier items.
  • Multiple currencies (premium and grindable) that make it hard to know what your time or money is actually worth.
  • Duplicate systems that turn extra copies of the same character into mandatory upgrades.
  • Limited-time banners that create fear of missing out if you do not pull right now.

All of this is designed to keep players chasing specific drops rather than simply playing to earn a clear set of rewards. It is powerful from a business standpoint but has drawn scrutiny from both players and regulators.

In several countries, loot boxes and similar systems have been compared to gambling, prompting investigations or regulations that require odds disclosure or restrict sales to minors.1 While there is not global consensus, the pressure alone is forcing publishers to rethink how far they can push randomization as a monetization engine.

Psychology, FOMO, and pressure to spend

Gacha systems tap into well-studied psychological patterns:

  • Variable rewards – the same intermittent reinforcement seen in slot machines.
  • Social comparison – seeing others with rare characters or skins drives desire to keep pulling.
  • Fear of missing out – limited-time banners and event exclusives push players to spend now, not later.

Research on loot boxes and spending has found significant correlations between high loot box spending and problem gambling behaviors, especially among young people.2 While correlation is not causation, the pattern is worrying enough that industry groups and regulators have begun issuing guidance and best practices.3

Against this backdrop, any game that claims to cut back on gacha mechanics must do more than tweak drop rates. It needs a structural rethink of how players earn power and how the game makes money.

The Destiny-Like Shooter That Wants to Be Less Gacha

The Destiny-style mobile title in question, often discussed under the name Destiny Rising in fan communities, aims to blend first-person shooting, MMO-lite progression, and co-op activities with a significantly toned-down approach to gacha. On the surface, it looks like a mobile spin on the Destiny formula: shared-world hubs, raids, PvP, explorable maps, and a build system leaning on gear and artifacts rather than purely raw character stats.

Where it diverges from many of its peers is in how it treats characters, weapons, and the banner economy.

“Wolves don’t beg for scraps” – the tonal shift

Marketing for the game leans hard into the idea that players should not have to “beg” for the basics of their power fantasy. Instead of casting you as a consumer lining up at the gacha slot machine, the messaging frames you as a hunter who earns gear and heroes through play.

That tone matters because it establishes a different baseline expectation: characters and weapons are not luxuries to roll for; they are core parts of the experience that should feel attainable.

What Is Actually Changing About the Gacha

Under the hood, the game’s monetization still bears the marks of a gacha title, but the key friction points are being rearranged. Based on official communications from the developer and publisher, as well as coverage of the game’s systems, several pillars stand out.

Fewer random banners, more clear paths

One of the most striking moves is the removal or reduction of traditional character and weapon banners for core content. In previous betas and similar RPGs, players would typically roll endlessly on banners to unlock both heroes and their signature gear. Here, the focus is shifting:

  • Core weapons are earned through gameplay activities such as strikes, raids, and PvP.
  • Core characters can be unlocked by playing specific missions or by buying them outright with in-game currency rather than gambling on drops.
  • High randomness is concentrated in a smaller set of premium, limited-time banners for top-rarity heroes.

This does not eliminate gacha entirely, but it moves a large portion of the roster and arsenal into predictable, grind-based progression. From a design standpoint, it is an attempt to detach basic viability from lottery pulls.

Account-level progression instead of character-level grind

Another notable change is the focus on a shared team or account level instead of individually leveling each character. In testing, new heroes have been shown to scale to your account’s power level. The implications are significant:

  • You can swap characters freely without restarting a grind from level 1.
  • Experimental builds feel less expensive because you are not wasting weeks on a hero you might drop later.
  • The incentive to hoard banners “just in case” is reduced, because getting a new character does not mean starting over.

This mirrors quality-of-life improvements seen in other long-running live-service titles, where the cost of trying new builds has steadily dropped to encourage experimentation and long-term engagement.

Weapons: earned, not rolled

In many traditional gachas, weapons are as monetized as characters, if not more. Here, the stated direction is different: weapons are primarily earned through play. There are trade-offs:

  • Pros: Your damage output is tied to activity completion rather than credit card luck.
  • Cons: Some weapons are character-restricted, meaning the chase for specific builds still exists, just in a different form.

Instead of wishing for a perfect weapon roll, players are incentivized to engage deeply with the game’s PvE and PvP content to secure the gear that defines their builds.

Rarity, star systems, and duplicates

Typical gacha games lean heavily on star ratings and duplicate copies to separate casual players from high spenders. In some contemporary titles, owning a character is just the beginning; you might need multiple copies to unlock their full potential.

The Destiny-like shooter is trying to soften this structure:

  • Owning one copy of a character is generally enough to play them effectively.
  • Duplicates still exist and can enhance talent nodes or provide incremental power, but they are positioned as luxury optimizations rather than mandatory steps.

This does not fully solve the whale-vs.-free-player gap, but it narrows the gulf between “has the character” and “can realistically use them.”

Where Monetization Still Lives

Stripping out core gacha hooks does not mean the game is suddenly non-commercial. It is still a free-to-play title that needs revenue to fund ongoing development. The difference lies in where that monetization is concentrated.

Limited banners as the premium lane

Limited-time mythic characters remain the most obviously monetized content. These banners:

  • Guarantee a high-rarity drop within a certain number of pulls (e.g., a mythic within 60 draws).
  • Use a separate currency earned more slowly, though still accessible through regular play.
  • Offer advanced or more specialized playstyles for players who want to deepen their roster.

From a design perspective, the game is accepting that some degree of FOMO-driven banner spending will remain, but it is trying to confine that pressure to the upper tier of optimization. The question is whether players will accept this compromise or expect an even cleaner break from gacha norms.

Battle pass and cosmetic routes

Like many live-service titles, the game leans on battle passes and cosmetics to provide predictable revenue. This aligns with trends across the industry, where large franchises like Fortnite and Apex Legends have normalized cosmetic-heavy monetization.4

For players, this type of spend is often seen as more palatable because:

  • It rarely affects core power or progression.
  • Rewards are clearly defined up front.
  • You can plan your spend over a season rather than reacting to sudden banners.

However, the Destiny-like shooter still must convince a skeptical audience that the cosmetic and pass economy is enough to keep the game healthy without sliding back into heavy-handed gacha tactics later.

Long-term sustainability questions

Free-to-play games with reduced reliance on random monetization face a tough balancing act. Industry data shows that a very small percentage of players typically fund most free-to-play revenues, often through high-spend behaviors linked to these very gacha mechanics.5 If a game voluntarily dials them back, it needs either:

  • A significantly larger active player base to offset lower per-player spend, or
  • Alternative high-value purchases (e.g., expansions, cosmetics, premium passes) with strong perceived value.

This is why players are watching closely to see whether the “anti-gacha” stance holds firm after launch, or whether slow, incremental changes reintroduce more aggressive systems to shore up revenue.

Designing Progression Around Play, Not Pulls

If the game is serious about reducing gacha dependency, its moment-to-moment and long-term progression must give players reasons to log in that are not tied to banners. Early information about its systems suggests several levers.

Buildcrafting with artifacts and gear

Instead of making character rarity the primary determinant of power, the game leans on artifacts and equipment sets that provide synergistic bonuses. This mirrors the set-bonus structures seen in traditional ARPGs and in Destiny 2’s armor mod system.

A simplified comparison:

System ElementTraditional Gacha EmphasisDestiny-Like Shooter Emphasis
Primary power sourceCharacter rarity and copiesBuilds based on artifacts, weapons, and account level
Progression driverPulling on new bannersCompleting activities to earn specific gear
Main monetized chaseCore characters and weaponsOptional mythic characters and cosmetics

By shifting power into loot acquired through content, the game encourages players to treat missions, raids, and PvP as the main activity loop, not the shop menu.

Account-friendly experimentation

Because new characters scale to your account level, the barrier to trying a new build is much lower. You are free to swap heroes, test new artifacts, or explore different weapon combos without feeling like months of leveling are being thrown away.

For long-term player retention, this is crucial. Many live-service RPGs suffer from “build lock-in”—the feeling that it is too costly to pivot. By easing that friction, the Destiny-like shooter is betting that more players will stay engaged, even if they are not constantly chasing the latest premium mythic unit.

What This Could Mean for Gacha’s Future

Whether this particular game succeeds or not, its attempt to walk back some of the more predatory edges of gacha design could have ripple effects. There are a few plausible outcomes.

Scenario 1: The experiment succeeds

If the game earns a solid player base and maintains revenue without leaning heavily on pure RNG banners, it could encourage other studios to follow suit. Possible knock-on effects include:

  • More games emphasizing clear earning paths for core characters and weapons.
  • Increased reliance on cosmetics and expansions rather than randomized power.
  • Greater willingness to publish odds transparently and avoid exploitative banner structures.

Scenario 2: Monetization under-delivers

If, on the other hand, the game struggles to generate enough revenue, publishers may view its approach as a cautionary tale. That could lead to:

  • Studios reverting to classic gacha formulas with only cosmetic adjustments.
  • More subtle forms of monetization creep as “quality of life” features become paid upgrades.
  • A renewed focus on whales, doubling down on high-spend behaviors.

In either scenario, the game will contribute valuable data to ongoing industry debates about how far a free-to-play title can move away from gacha without losing financial viability.

Scenario 3: Hybrid models become the norm

The most likely outcome is somewhere in the middle. We may see a growing number of hybrids: games that keep a thin layer of premium banners for prestige characters but restructure core progression so that the average player can thrive with predictable, grind-based systems.

This evolution would mirror the broader trend in live-service design, where long-term retention and community goodwill are increasingly recognized as essential to profitability, not secondary to it.

FAQs: Destiny-Style Shooter Meets Gacha Reform

FAQs

Is this still a gacha game if banners are reduced?

Yes. The presence of limited-time banners, premium currencies, and randomized pulls for rare characters keeps it in the gacha category. The difference is that many core systems—especially weapons and baseline characters—are less dependent on randomization, making it a softer, more player-friendly form of gacha.

Can you play effectively without paying?

Current information suggests that free-to-play players can access all core content and assemble viable builds by playing regularly. Key weapons are activity rewards rather than paid pulls, and a single copy of a character is generally enough to make them usable. Premium spending mainly accelerates access to top-rarity units and cosmetics rather than baseline power.

Does this solve the ethical concerns around loot boxes?

Not entirely. Randomized rewards tied to premium currency and limited-time banners still raise the same questions regulators have flagged in other loot-box systems. However, concentrating randomness in a smaller, more optional slice of the game, while making core progression predictable, is a step toward addressing some of the harshest criticisms of traditional gacha models.

How is this different from Destiny 2’s monetization?

Destiny 2 primarily monetizes through expansions, season passes, and cosmetics, with randomized elements focused on in-game drops rather than real-money loot boxes.6 The mobile Destiny-like shooter is free-to-play from the outset and relies more heavily on gacha conventions, but it is attempting to push randomness and pay pressure away from core power in a similar spirit.

Could this model influence other mobile RPGs?

If it proves financially successful, other studios are likely to copy at least parts of the model—especially clearer progression paths, account-level scaling, and gameplay-first weapon acquisition. Even if it does not become the dominant template, it adds pressure on competitors to justify more aggressive gacha practices to increasingly savvy players.

References

  1. Loot boxes in online games and their effect on consumers, in particular young consumers — European Parliament Research Service. 2019-07-10. https://www.europarl.europa.eu/RegData/etudes/BRIE/2019/640133/EPRS_BRI(2019)640133_EN.pdf
  2. Loot boxes, gambling, and problem gambling among young people: Results from a cross-sectional online survey — David Zendle, Paul Cairns. Computers in Human Behavior. 2019-01-01. https://doi.org/10.1016/j.chb.2018.10.020
  3. Consumer Protection Issues Related to Loot Boxes in Online Games — Norwegian Consumer Council. 2018-05-30. https://fil.forbrukerradet.no/wp-content/uploads/2018/05/2018-05-30-lootbox-report-final.pdf
  4. Epic Games’ Fortnite: How the battle royale hit makes money — Financial Times. 2018-06-27. https://www.ft.com/content/4a1a7f4a-7873-11e8-8e67-1e1a0846c475
  5. Mobile Games Revenue and Usage Statistics (2024) — Business of Apps. 2024-02-05. https://www.businessofapps.com/data/mobile-games-statistics/
  6. Destiny 2: Silver, Season Passes, and Eververse — Bungie Support. 2023-11-15. https://help.bungie.net/hc/en-us/articles/360048721172-Destiny-2-Silver-Season-Passes-and-Eververse

‹›