Case study
The players who never reach your game
The full write-up: the 420 who never paid, what the skip changed, and the figures we left out for being underpowered.
Case study
The full write-up: the 420 who never paid, what the skip changed, and the figures we left out for being underpowered.
Also as a PDF · 155 KB
Acquisition spend is committed before a player reaches anything you built. Players who stall in onboarding have already cost what they cost.
1 in 5
new players stuck in the tutorial
Zero
of the 420 ever paid anything
Of the 420 players in the stuck group, the number who ever made a purchase was zero.
19.9% → 12.3%
stuck rate after a skip option
1 in 13
of every install rescued
Median time through onboarding fell about 20%, from 17.3 to 14 minutes. The slowest quartile fell from 118 minutes to 51. Retention was flat from day 1 through day 30, with no measurable cost to ad or pack revenue.
The test located the exact scripted moment the game first asks for money. Completion falls from 88% to 62% at the first gacha pull, the single largest cliff in the funnel.
Client identifying details removed. Figures are those cleared for external use; where a result is not statistically powered it is described as such rather than quoted. [email protected]
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