ONGOING PRODUCT & LIVEOPS SUPPORT

We keep improving the live game while your team keeps building it.

We review the live game, its data, and upcoming releases with your team, then turn the next priorities into specific product decisions and changes.

FOLLOW-UP REPORTS

We checked what happened after the balance updates.

We came back to the data, checked the important numbers again, and used the reports to decide what needed attention next.

Match 3 puzzle game

Earlier baseline vs. 17 July–20 September 2026

Win rate · +5.3% relative
72.60% → 76.42%
Loss rate · −20.5% relative
27.40% → 21.78%
Token 3 · +15.6% relative
31.70% → 36.65%

Block puzzle game

Matched windows · 2 June–28 July vs. 28 July–21 September 2026

Win rate · +5.8% relative
73.05% → 77.26%
Loss rate · −14.9% relative
26.52% → 22.58%
Quit rate · −60.5% relative
0.43% → 0.17%

Token 3 also rose from 27.33% to 40.46%.

Live tile match game

Follow-up report · 16 July–20 September 2026

Level 5 reach · +11.4% relative
39.07% → 43.53%
Level 10 reach · +14.9% relative
19.83% → 22.78%
Replay after a win
61.03%

The report also recorded a 0.17% quit rate.

Does the live game need more attention than your team can give it?

  • The game is live, but your team does not have time to review every product and data question.
  • You want someone to look at new features, offers, rewards, or events before and after release.
  • You need regular product and LiveOps help, but are not looking to hire a full-time role.
  • You want to follow up on releases and keep the next priorities clear.

Each month, we review the game and work through the agreed priorities.

  • Before each month starts, we agree which games and priorities are in scope, how often we’ll meet, and who handles what.
  • We review the game and the numbers, then decide with you what needs attention first.
  • After a release, we check what happened and use it to plan the next change.

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%
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

Let's agree on the support your game needs.

We agree on the games, priorities, meetings, and responsibilities before starting. Your team keeps building; we help decide what to improve and check the results.

$1,500–$5,000+ per month

An example month

The work follows the agreed games, priorities, and release cadence. We set the monthly scope together before it starts.

  1. Review the latest release

    Read the player data and feedback alongside the build, then flag progression, reward, economy, or event issues.

  2. Agree what comes next

    Rank the work with your team against the roadmap and release calendar, within the games and scope agreed for the month.

  3. Write the changes

    Give the team specific values, rules, or feature behaviour to implement, with checks for development and QA.

  4. Check the next results

    Compare the release with its baseline, review the relevant KPIs and guardrails, and use the findings to choose the next change.

Questions about working together.

Is the retainer based on hours?

The retainer is based on an agreed monthly scope, cadence, games, meetings, and responsibilities. We define the expected work before the month starts so both teams know what is covered.

Can it cover more than one game?

Yes, if the review depth and release load are realistic. A larger portfolio needs a larger scope and price.

Who implements the changes?

Your team normally owns implementation and publishing. We provide the product decisions, specifications, review, and measurement support included in the agreed 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.