Over the weekend, a thread went up in r/SWGalaxyOfHeroes with about the least dramatic title imaginable: “How is everyone feeling about the game rn?” No manifesto, no rage bait, no screenshot of a bad crate. Just a question.
It picked up 226 upvotes and more than 150 comments, and became the closest thing the community has had to a temperature check in months. On Monday, AhnaldT101 built a 16-minute video around it — We Need to Talk About the State of Star Wars: Galaxy of Heroes — opening with a line that landed: the camel’s back, he said, is finally broken.
Read the thread and the video together and the complaint isn’t really about power creep, datacrons, or the era system, even though all three come up. It’s simpler, and harder to fix. Ahnald put the best word on it late in the video: a scripted hamster wheel. Not a broken game. Not an unfair one. Just one that’s stopped asking anything new of the people playing it.
The thread that hit a nerve
The original poster, u/SilentHunter093, framed it plainly. A 14 million GP account. Bored. Tired of the era system, with the usual events feeling stale — though he specifically carved out Conquest as one he still enjoys. He’s logging in daily mostly because he’s waiting on the Mandalorian content and a new raid.
The top comment, from u/rabbitdude at 13.5 million GP, is the one Ahnald highlighted, and it’s the healthiest take there: bored, but bored “in a good way.” Hoarding gems, going vertical on core teams after years of going wide, enjoying the feeling of finally finishing old farms. Then, almost as an afterthought, he adds that the raid and Coliseum are still annoying time wasters.
Underneath, the replies rhyme. One player describes playing out of habit rather than enjoyment. Another says datacrons annoy him more than ever — a Gungan one-shotting an entire Galactic Legend team isn’t a challenge, it’s a disgrace. And one comment names the mechanic actually at fault: repetitive events that can’t be simmed grind players down over time.
Nobody there is saying the game is bad. They’re saying they’re on autopilot.
“Do it again, do it again, do it again”
That’s Ahnald’s phrasing for the core design pattern, and once you notice it you can’t stop noticing it.
Fleet Arena is the purest example: fight your mirror match, climb, collect, repeat — the same fight, most days, for years. The raid is the same encounter every week with the same solved teams for a score that barely moves. Territory War has essentially not changed; its biggest swing was raising the number of teams per zone, which is more of the same thing rather than a different thing. Grand Arena is still the best mode in the game, but its ceiling has calcified around a small pool of top squads, which quietly reduces the reason to care about most new releases. And Coliseum is a repeat machine by design: bosses rotate daily, your best run is your score, and the rewards feed real roster progression, so skipping has a cost you can measure.
Ahnald’s read on that last one is blunt — that it wasn’t designed fun-first, that monetization drove the structure and the fun conversation came second. Whatever the motive, the outcome is a mode players grind with gritted teeth. Good rewards, unpleasant experience.
Then there’s the small stuff that tells you the most. Ahnald pulled Galactic Legend Ahsoka, went to farm her, and found himself running the same mission ten times in a row — with the auto button removed. Why not run it once and hand over the currency? There’s no answer that involves the word “fun.”
The mastery bargain got quietly rewritten
The original bargain in SWGoH was that hard content was hard the first time. You solved the Rancor, the AAT, the Sith Triumvirate — and the reward was that it stopped costing you your evening. Sim and auto were the payoff for mastery. Figuring something out bought your time back.
That bargain is mostly gone. Solving something no longer reduces what it costs you. You’ve known the raid script for a year; you still play it out. You know your Coliseum lineup; you still run it daily. Mastery buys a slightly better score, not an hour of your life. That’s the gap between a game and Ahnald’s uncomfortably accurate description of it — a life simulator where you grind at something you don’t enjoy because you have to.
Conquest week is where it’s most obvious
None of this is a Conquest problem, and it’s worth being fair to a mode that’s improved a lot. Conquest is still one of the more tedious things you’ll do in a given month — long, manual, and its feat checklist is busywork more often than it’s a puzzle. But it’s nowhere near the slog it was in its early years, and there are real decisions in a run. The OP of the thread likes it. Plenty of people do.
The trouble is that Conquest doesn’t arrive alone. Its two-week window opens on top of a calendar that never clears, and the first week is when everything lands at once:
- Conquest sectors — manual, energy-gated, feat-gated. You can’t sim a single node of it.
- A Territory Battle (or Territory War, depending on your guild’s rotation) — combat missions, special missions, platoon donations, and a phase clock that doesn’t care about your schedule.
- A live GAC round — set defense, scout your opponent, then find the window to actually attack.
- The weekly raid — the same encounter, the same teams, the same score.
- Coliseum — a daily boss rotation where your best run counts, which means re-running it.
- Everything else — dailies, energy refreshes, challenges, era battles, marquee grinds.
Individually, none of these is unreasonable. Each is five to twenty minutes. Stacked into one day, you’re looking at an hour-plus of manual input, most of it on a timer, almost none of it involving a decision you haven’t already made a dozen times.
That’s the hamster wheel at full speed. It isn’t a content-volume problem — it’s a scheduling problem sitting on top of a design problem. The same content, staggered, would feel completely different. Conquest opening into a quiet week would feel like an event. Conquest opening into a TB phase with a GAC round live and the raid on the clock feels like a shift you got scheduled for.
Four news cycles a year
One more change explains why the loop feels heavier now with roughly the same modes in place.
SWGoH used to run on a two-week heartbeat. A new kit dropped, you argued about it, you tested it, you brought it into old content and found out what it broke. That new toy was the variable that kept a static loop fresh — you weren’t replaying the AAT, you were replaying the AAT with the new guy.
The era system traded that heartbeat for roughly four big information bursts a year: a jolt of excitement, then a long stretch of knowing exactly what’s coming and how long the wait is. The content didn’t get worse. The thing that refreshed it went away.
The counterweight — and it’s real
The honest version of this includes the other half, because the thread does too.
This is a genuinely good hoarding window. rabbitdude’s approach — bank gems, go vertical on core teams, close out old farms — is exactly what a lull is for, and the players taking it are the ones enjoying themselves. On weeks without Conquest, you really can auto your dailies in ten minutes and get on with your life.
And there is stuff coming: the Mandalorian content, a new raid (later than we’d hoped, per CG), a loosely discussed ships and Fleet Arena revamp, a broader look at legacy content, and sandbox mode whenever it lands in a form worth having.
Ahnald’s closing advice is the right advice: go deep on a mode you normally ignore, do a stupid farm, take Territory Battles seriously for once — or take a break, because people who step away come back genuinely excited. Get off the hamster wheel, as he put it, and go get on a different one.
What would actually fix this
Not more content. Less friction and more agency:
- Give solved content its auto and sim buttons back. If a mode’s optimal line has been public for a year, the game is charging you time for nothing.
- Stagger the calendar. Don’t open Conquest into a Territory Battle week with a GAC round live. Treat scheduling as a design surface.
- Write objectives that reward playing well, not playing repeatedly. “Apply Offense Up 500 times” is a chore with a checkbox on it.
- Make Coliseum a weekly best score instead of a daily obligation. Same rewards, same competition, a fraction of the grind.
- Give us reasons to take new toys into old content. The single cheapest source of fun this game ever had was a new kit and an old fight.
Bottom line
The thread isn’t a sign that SWGoH is dying. Ten years in, still making real money, still shipping — that’s a remarkable run by any mobile standard. But there’s a real difference between a game you’re excited to open and a game you’re obligated to clear, and a lot of long-time players have quietly crossed from one to the other.
Nobody in that thread was asking for more to do. They were asking for something worth doing — and if you’re feeling it too, you’re not alone. That was most of what the thread was actually asking.
Sources
- r/SWGalaxyOfHeroes — “How is everyone feeling about the game rn?” by u/SilentHunter093 (226 upvotes, 152+ comments)
- AhnaldT101 — We Need to Talk About the State of Star Wars: Galaxy of Heroes, published September 7, 2026