The game is not just losing its current players, they are also losing possible new players. The old and current players have become inactive for variety of reasons and continues to be that way. We started with an average of 5,458 active players and it went down to the low 900s.1 To remove players that came out of the controversy because the game failed to keep them, I'm going to say we started at an average of ~2,000 active players. Even when cutting down the average number by more than half, it is incredible to see that we went down to low 900s. There were many reasons of why this happened, but I'm going to address one of of the main reasons that is affecting the new upcoming players: Leveling. When I say leveling I don't mean the difficulty but how long it takes to level up. It does not feel natural at all. Leveling should not be a task, but a path to get to the main core of the game. Soul worker was never meant to be a leveling game of any sort. There is already a grind you have to do when you reach cap level. Going back to the first few months of the game, there were a lot of complains about leveling taking too long.2 There were mixed opinions too, but it should've been taking into account. Even recently, there is still complain about it.3 There were even some that said it would kill the game.4
There are a few things that I would like to address before I proceed any further: There are a lot more casual/moderate players than hardcore players.5 The average hours spent in online gaming is less than 10 hours weekly.6 The amount of time, considering you play 5 to 7 hours a day, to reach lvl 55 in Soul worker is at least 2 weeks(70-98 hours, 35-49 hours weekly). If the average hours spent weekly is less than 10 hours, then that would mean that an average player would take more than the triple time to reach lvl 55 in Soul Worker.
As you increase in level it gets longer. For the sake of this, I've gathered some data post-level 55. It starts at ~3% per dungeon at lv 55 then decreases down to ~1% at lv 57. Usually main quest would fill 30%-40% of the player's experience. If that is true, then you would have to do at least 60 dungeons to level up at lv 57. If a player takes 4 minutes flat, then it would take 240 straight minutes to level up from 40%. However, due to energy system, it only allows you to do 11 runs if it requires 18 energy. If the item that recovers 100 energy is used 3 times(limit), then you would have ~27 runs, 108 straight minutes. Using additional items would only increase the time spent. Regaining energy from those possible items increases the time spent and money wasted. This also can frustrate players because the amount of experience received is not "equal" to the time they spent. From a casual/moderate perspective, this is game is not friendly towards them considering that Soul Worker is a game whose core revolves around grinding at the end. In result, some new players are finding this unpleasant and tiresome making them quit halfway.
With all that being said, it is quite frustrating and disappointing that nothing has been done to address this. For the current players this might not look like a big deal, but for newcomers it might be. There are also a lot more issues to address that is making the current players to quit which is clearly not a good thing when we are also killing newcomers. At this rate, we will truly reach the death of the game.