CookieRun: Crumble launched on July 31, 2026 as Devsisters’ first idle RPG, and its biggest friction points are not balance problems. They are time problems. A twelve-cookie squad that fights on its own still demands hours of babysitting once you get past the early stages, and the systems around that squad — leveling, runes, the Arena, the shops — have not caught up with how fast players are burning through content.
Quick answer: The August 27 update added give-up and retry on boss fights, raised Auto Bake to 50 gear, reformatted Arena tiers, and introduced Guild Conquest. It did not add a boss skip, an Arena sweep, a PvE damage meter, Sugar Rune presets, a level sync system, or a gacha wishlist — those remain the outstanding requests.
What the August 27 update already fixed
The first major update landed roughly four weeks after launch and cleared out a stack of small annoyances. It is worth knowing what shipped before asking for more, because a few common complaints are already resolved.
| Change | What it does |
|---|---|
| Give up / retry on bosses | Lets you bail out of or restart a Main Stage boss fight immediately instead of waiting it out |
| Full-crew drag control | Tapping and dragging now moves your entire crew, not just the nearest cookies |
| CookieTalk suppressed in boss fights | Dialogue no longer pops up mid-fight and eats your taps |
| Auto Bake cap raised | Gear auto-baking goes from 20 to 50 per batch |
| Arena tier rework | Champion 1–3 added at the top; Master 4 through Grand Master 1 now use fixed ranks instead of percentiles |
| Shop stock increase | Higher purchase limits on certain items in the Victory Medal Exchange and Mileage Exchange |
| Guild Conquest | Co-op boss mode against the Extra-Stuffed Piñata, scored weekly and ranked in groups of five guilds |
The same update pushed Main Stages out to 248-30, raised the Resolve cap to level 1,000, and added Brightseeker Cookie (TSSR), Pinot Noir Cookie (SSR), the Guild Medal Exchange exclusive Tea Knight Cookie, and the Chargemellow pet. Devsisters has said it plans new cookies and pets on a roughly four-week cadence, though no date for the next content drop has been confirmed.
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Add to Google Preferences →Stage progression still has no boss skip
Being able to abandon or retry a boss helps, but it does not shorten the run in front of it. Every stage still makes you clear the full wave sequence before the boss appears, and that adds up brutally in the triple digits. Pushing from stage 140 to 171 realistically eats around 15 hours of play, most of it spent watching waves you have already beaten dozens of times.
Two fixes would solve it without touching difficulty. A direct-to-boss option for stages you have already cleared, so power checks take seconds instead of minutes. Or a 2x battle speed toggle, which is standard in most idle RPGs and would halve the grind everywhere at once.
Arena needs a sweep option
Arena is the other daily time sink. Matches run long, and you can bank tickets well past the display cap, so it is easy to end the day staring at 42 unspent tickets and no realistic way to clear them. Watching every fight play out for rewards you can already predict is the definition of a chore.
An Arena sweep — instantly resolving a set number of matches at your current rating, the way daily dungeons already work — is the cleanest fix. It would also make the reformatted Champion tiers more approachable, since climbing currently rewards the players with the most free time rather than the best lineups.

Cookie EXP past level 90 is the biggest wall
Leveling is where the game quietly stops moving. EXP requirements scale hard in the nineties, and the jump between a mid-80s cookie and a high-90s cookie is not incremental — it is an order of magnitude.
| Cookie | Level | EXP for one level |
|---|---|---|
| Milky Way Cookie | 88 | 2.5 million |
| Scorpion Cookie | 97 | 10 million |
The practical effect is that swapping a cookie into your main lineup is a punishment. Any new pull, including the TSSR you just spent crystals chasing, arrives dozens of levels behind and cannot be brought up to speed in a reasonable window. That freezes the meta in place and makes new releases feel worse than they are.

A level sync system for the 12-cookie lineup
The proposed fix is level sync. Every cookie outside your active twelve would automatically be treated as the level of your lowest-level active cookie. You would still spend EXP on your main squad, but benching a carry or testing an off-meta lineup would stop costing you weeks of resources.
Tip: this would matter most for Crumble Dungeon and Plaque Tower, where different element and synergy requirements push you toward cookies you have not invested in.

PvE still has no damage meter
Because cookies fight on their own, you have no reliable way to tell whether a slot is pulling its weight. Damage numbers flash on screen and disappear. Nothing is logged.
Oven Wanderer Cookie is the clearest example of why that hurts. Brave Slash is a strong skill, but the AI decides when and where it lands, and if it repeatedly targets the wrong enemy you have no way to prove it beyond a feeling. A post-battle breakdown showing damage dealt, healing done, and damage taken per cookie would turn lineup building into an actual decision instead of guesswork.
Sugar Rune presets are missing
Gear already supports presets. Sugar Runes do not, which means every swap between a wave-clear setup and a single-boss setup is done by hand, rune by rune. Since Crumble Dungeon, Plaque Tower and Arena all reward different rune priorities, this is a tax you pay several times a day.
Saved rune loadouts, applied per cookie or per lineup, would cost the developer nothing in balance and remove one of the most repetitive interactions in the game.

Mileage Exchange and the 10-star cap
Cookies cap at 10 stars. Every duplicate after that converts to mileage points, and because low-rarity cookies max out quickly, mileage piles up far faster than the shop can absorb. The Mileage Exchange sells out almost immediately, and its stock is cheap enough that clearing it is not a meaningful goal — even with the raised purchase limits from the last update.
Two changes would give that currency somewhere to go. Restock the shop with items that scale with account level rather than launch-week pricing, and add an awakening track that lets duplicates past 10 stars keep improving a cookie instead of dead-ending into points.
A gacha wishlist for a growing cookie roster
Crumble launched with 69 cookies and 54 pets, and the roster grows with every four-week update. The Premium Cookie Gacha pool grows with it, so the odds of pulling a specific cookie you actually need — Pomegranate, Scorpion, Milk Cookie’s Crunchy Strong Pediatrician — get worse every month, even though your crystal income does not improve.
A wishlist, where you nominate a handful of cookies that receive weighted odds inside the standard pool, is the usual answer. It does not devalue limited banners like the Brightseeker Cookie Special Gacha or the Pinot Noir Cookie Pick-up Gacha, and it stops the permanent pool from becoming pure noise as the roster expands.

New PvE modes players want, from Elemental Tower to rogue-like waves
Guild Conquest covered the co-op request, so the gap now sits in solo and roster-wide content. Three ideas come up repeatedly, and each one leans on systems the game already has.
| Mode | How it would work |
|---|---|
| Elemental Tower | Separate tower per element, with lineups restricted to a single element — forces roster breadth instead of one optimized squad |
| Expanded guild PvE | More cooperative objectives beyond the weekly Piñata score chase |
| Rogue-like wave mode | Escalating waves with upgrades and synergy picks chosen between rounds, so each run plays differently |
The Elemental Tower is the most direct pairing with level sync. Restricting teams by element only works if benched cookies are usable, which is exactly the problem the EXP curve creates today.
Crumble cleared 2.5 million players and over KRW 20 billion in revenue inside its first month, with international players accounting for around 40% of that. The audience is there, and the last patch showed the team will move on friction quickly when it hears about it. What is left is the harder tier of requests — the ones that touch progression math and time spent rather than menu behavior.






