PLAYER RETENTION, LTV & ACQUISITION EFFICIENCY

Stop paying to fill a game that keeps losing players.

Players leave before reaching the content and offers you built. We find where the game loses them, give your team specific changes, and check what happens after release.

A few results from our work.

+56.2%Reach to Level 10Bubble Shooter
+29%Reach to Level 20Live Tile Match Game
+55%Reach to Level 10Match 3 Puzzle Game
+29.3%Reach to Level 20Block Puzzle Game

Are players leaving before they get to the good parts?

  • You are paying to bring players in, but many leave before they reach the content or offers you built.
  • Players are not returning, progressing, replaying, or spending as often as you expected.
  • Your dashboard shows where they drop off, but not what in the game is causing it.
  • You want more value from the players you already acquire before putting more money into ads.

We’ll find where players leave and what’s causing it.

  • We follow what players actually do, from their first session through progression, rewards, replay, and purchase points.
  • Then we look at the game and the data together to find why players stop.
  • You get specific changes for your team to make, what to tackle first, and what to measure after release.

See what we changed in games like yours.

See the results and examples of the recommendations behind them.

Results by game. View an example to see its chart and recommendations below.
GameWhat we measuredResultView example
Bubble ShooterReach to Level 10+56.2%
Live Tile Match GameReach to Level 20+29%
Match 3 Puzzle GameReach to Level 10+55%
Block Puzzle GameReach to Level 20+29.3%

Showing Bubble Shooter.

RESULTS

Bubble Shooter

We reviewed progression across the game, alongside quits and replay after a win.

EARLY PLAYER REACH · LEVEL 1–30

Early-game reach before and after balancing

This view covers the first 30 levels, where the biggest change happened.

Before balancingAfter balancing
100%50%20%10%5%2%1%L1L5L10L20L30

What we did

  • We reviewed the whole game, identified the levels that needed balancing, and gave the team exact move limits and token targets for each affected level.
  • Set checks for completion, replay, and reach to the next level.

Example level recommendations

Here's what those level-by-level recommendations looked like.

LevelObjectiveMovesToken 2Token 3Check after release
Level 106 Leaves22 → 24500750Completion, replay, and Level 11 reach
Level 127 Fish36 → 421,0001,400Wins, losses, moves left, and token attainment
Read the full case study

Start with a Game Improvement Audit.

We'll review the game, find what is getting in the way, and give your team specific changes to make.

$900–$1,800 1–2 weeks

Questions about working together.

What if we do not have reliable retention data?

We can start with the playable game and the evidence you already have. If the current telemetry cannot answer the important questions, we tell your developers exactly what to track next and how each metric should be calculated.

Is this only for level-based games?

No. For non-level games, we follow the journey through sessions, rounds, runs, matches, missions, features, economy states, or another progression unit that fits the game.

Will better retention automatically increase LTV?

Retention gives the game more time to deliver value, but LTV also depends on monetization, audience, pricing, economy, and offer design. We measure the relevant player and revenue signals instead of promising a result the data cannot support.

What happens after the audit?

Your team can implement the recommendations directly. If you want us to continue, the next step can be a focused improvement sprint or ongoing product and LiveOps support with an agreed monthly scope.

LET’S TALK ABOUT YOUR GAME

Want us to take a look?

Book a call and tell us a little about the game. We’ll talk through what you’re seeing and whether we can help.