Saturday, September 12, 2026

The Game Was Free. My Time and Money Were Not.

 

Ruth Witty presses uninstall on an addictive strategy game after three years, surrounded by event timers and purchase receipts.
After three years, my best strategic move was uninstalling it.

Downloading It Was My First Strategic Mistake

I once became addicted to an online strategy game.

I played it for three years.

I’m not going to mention the game’s name because it has already received enough of my time, attention, money, and remaining brain cells.

It does not need free advertising too.

The game was supposedly fun.

At first, it probably was.

You build things. You improve your little digital world. You complete missions, join a group, meet other players, and convince yourself that you’re using strategy.

Then, slowly, the game stops being something you play.

It becomes somewhere you report for duty.

You wake up and check it.

You monitor it throughout the day.

You complete events.

You watch timers.

You protect things that do not exist from people you have never met.

And if you want to make meaningful progress, the game gently introduces you to its most important strategic feature:

Your credit card.

“Free to Play” Is a Beautiful Phrase

The game was free to download.

That part was technically true.

It was also technically possible to play without spending money.

You simply had to accept progressing at the speed of a tired snail carrying furniture.

Other players were upgrading faster, gaining more power, and unlocking better things.

Meanwhile, you were waiting several business days for one imaginary building to finish.

Then the game offered a solution.

For a small amount of money, you could speed things up.

Just a small purchase.

Nothing serious.

You weren’t buying progress. You were merely saving time.

At least that’s what you told yourself.

Then another offer appeared.

Then a limited-time package.

Then a special event bundle.

Then something available “only today,” because apparently the game understood that financial pressure works best with a countdown clock.

The game was free.

Progress had a cover charge.

You Had to Spend Money to Get Anywhere

Eventually, it became obvious that players who spent money had a major advantage.

You could work hard, participate constantly, and carefully manage your resources.

Or you could give the game money and immediately become more powerful.

What an inspiring lesson about strategy.

The most important strategy was apparently:

Have disposable income.

The more competitive the game became, the more tempting it was to spend.

You didn’t want to fall behind.

You didn’t want to disappoint your group.

You had already invested so much time.

Another purchase felt easier than accepting that the entire system had been designed to create this exact feeling.

And yes, sometimes I spent money.

Was I purchasing something useful?

No.

Was I receiving a physical product?

Also no.

I was buying imaginary resources so my imaginary buildings could improve faster inside a game that was beginning to feel like an actual job.

Excellent investment.

The Events Never Ended

The game always had events.

Always.

Finish one event, and another appeared.

Complete one set of tasks, and suddenly there was a new challenge with better rewards.

The game constantly gave you reasons to return.

You couldn’t simply play whenever you felt like it. Certain things happened at specific times. Rewards expired. Other players needed you. Your group expected participation.

You had to keep checking.

You had to keep watching.

You had to keep doing things.

At some point, I realized I wasn’t opening the game because I wanted to play.

I was opening it because something needed to be done.

That is called work.

Except my actual employer paid me.

This game charged me.

My Imaginary Second Job

The game became part of my daily routine.

Check the timers.

Collect the resources.

Start the upgrades.

Join the event.

Help the group.

Watch for attacks.

Complete the tasks.

Return later.

Repeat until you forget what relaxation feels like.

I was organizing my real life around responsibilities inside a fictional world.

Imagine saying:

“Sorry, I can’t do that right now. My imaginary city needs me.”

That sounds ridiculous.

At the time, it felt urgent.

Games are supposed to provide entertainment. This one provided a schedule, obligations, and occasional performance anxiety.

I already had a job.

I did not need another position offering zero wages and requiring in-app purchases.

Was I Still Having Fun?

That should have been an easy question.

I was playing a game.

The purpose was supposed to be enjoyment.

But after a while, I wasn’t sure I was having fun anymore.

I was active.

I was involved.

I was committed.

None of those words automatically mean happy.

Sometimes we continue doing something because it has become a habit, not because it still brings us joy.

You stop evaluating it.

You simply continue.

The game had become something I did because I had been doing it.

Three years is a long time to spend maintaining digital responsibilities you no longer enjoy.

But quitting felt difficult because of everything I had already invested.

But I Had Already Spent Three Years

This is how the trap works.

You think about the time you’ve spent.

You think about the money you’ve paid.

You think about everything you built.

You think about your progress, your rank, your group, and all the digital possessions that will become meaningless the moment you stop logging in.

Quitting feels like wasting all of it.

But continuing doesn’t recover what you already spent.

It simply adds more.

Another day.

Another event.

Another purchase.

Another hour spent watching a timer for something you no longer care about.

I didn’t want to admit that I had wasted time, so I kept volunteering additional time for the same experience.

Very strategic.

The Best Part Was the People

The game was not completely worthless.

I met people online, and some of them became genuine friends.

We talked, laughed, complained about the game, helped each other, and shared parts of our real lives.

That was the fun part.

Not the endless upgrading.

Not the events.

Not the opportunity to purchase seventeen different bundles before breakfast.

The people.

It’s strange that a game I no longer want to name introduced me to people I’m still glad I met.

Maybe that is why leaving was difficult.

Quitting the game felt like leaving the community too.

The friendships made the experience meaningful, even after the game itself stopped being enjoyable.

But a friendship that began in a game does not have to disappear when you stop playing.

If the connection is real, it can survive outside the app.

And if the only thing keeping everyone together is a group event scheduled at 3:00 a.m., perhaps everyone needs rest.

The Relationship Comparison I Didn’t Request

The game reminded me of my eight-year relationship.

Both lasted longer than they should have because I kept thinking about the time I had already invested.

I recently wrote about that experience in I Don’t Miss Him. I Miss the Eight Years I Wasted.

Apparently, I have a pattern.

Once I commit to something, I don’t like giving up.

That can be a strength.

It can also keep you trapped inside a bad relationship or watching a digital countdown timer at midnight.

Loyalty is wonderful when the thing you’re loyal to is still good for you.

Otherwise, it is stubbornness with excellent public relations.

The relationship lasted eight years.

The game lasted three.

Look at me improving.

At this rate, my next terrible decision should only last six months.

Finally Quitting

Eventually, I stopped.

There was no dramatic farewell.

The game didn’t explode.

My imaginary world may have suffered. My digital buildings may have stopped progressing. Someone may have attacked something I spent months building.

And somehow, the real Earth continued spinning.

At first, I probably felt the urge to check it.

Habit doesn’t disappear immediately.

Your brain remembers the routine. It expects the notifications, rewards, and tiny bursts of satisfaction.

But gradually, I realized how much attention the game had been taking.

I didn’t have to schedule my day around events.

I didn’t have to monitor timers.

I didn’t have to spend money to keep up with strangers whose digital armies apparently had retirement plans.

I was free.

Actually free—not “free to play.”

Nothing Happened When I Left

That was the funniest part.

For three years, the game made everything feel urgent.

The events mattered.

The rankings mattered.

The upgrades mattered.

Leaving felt like abandoning something important.

Then I stopped playing, and none of it mattered anymore.

All that urgency existed only while I agreed to participate.

The moment I stepped away, the emergency disappeared.

The game continued without me.

My real life continued too—but with more time and less digital nonsense demanding attention.

Apparently, the most powerful move in the strategy game was closing it.

The Blunt Truth

A game should be fun.

Yes, games can be challenging. They can involve commitment, competition, and teamwork.

But if you’re constantly checking it, spending money to avoid falling behind, and completing events you no longer enjoy, ask yourself whether you’re still playing—or merely obeying.

You do not owe a game loyalty.

You do not need to keep playing because you spent money.

You do not need to protect imaginary progress by sacrificing real time.

The money is already gone.

The hours are already gone.

Continuing won’t refund either one.

It will only increase the total.

Final Verdict

I played that stupid game for three years.

It took my attention, demanded constant participation, and convinced me that spending money was a reasonable way to improve my fictional life.

But it also introduced me to people who became friends, and I’m grateful for that.

I can appreciate the friendships without pretending the game was still fun.

Eventually, I stopped playing.

I’m glad I did.

I don’t miss the events.

I don’t miss the timers.

I don’t miss paying money to avoid progressing like an elderly turtle.

And I definitely don’t miss feeling responsible for a world that disappeared the moment I closed the app.

The game probably still exists.

Good for it.

We are no longer in a relationship.

B.S. or Truth?

Have you ever become addicted to a game that eventually felt like a second job?

How much time—or money—did you spend before realizing you weren’t having fun anymore?

Tell me in the comments.

You don’t have to name the game.

Some of us have suffered enough.

Bullshit? Maybe. Truth? Unfortunately.

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