Looks like 1 player entered Level 10 which pretty much halved the rewards for everyone else. Something really needs to change about the way rewards are distributed to make it more attractive and fun for the average player.
Also the entire setup where part of the revenue from sales / tickets / boxes is used as rewards has shown not to be scalable. Once there are enough bag holders (cards) their weight becomes so big that it drags down everything else and shutting them out one way or another like Splinterlands where they are dumped in Wild makes asset prices crash and gives no incentive for new players to come it. What games should do is put earnings aside in some kind of investment fund where the yield makes up for the rewards and assets prices are somewhat backed by the investments. For Splinterlands it's too late to do this but for Soulkeep it's still early. Than again, how big can a game like this realistically grow.
RE: Soulkeep: Pay more, not less! A counter suggestion to staking.