Analyzing games that feature a huge number of interacting units or entities can be incredibly challenging. Take a typical CCG, for instance: a player may start with hundreds of cards and build a one-of-a-kind deck, leading to an enormous range of possible combinations.
In the midcore battler Kingdom Clash, we have dozens of different units, each of which can occupy a specific position on a battlefield—resulting in nearly limitless ways to arrange them. So, the main goal of this study is to identify the most popular builds and see whether there really is a metagame in the game.
Usually, players come to mobile battlers for PvP combat, while the campaign mode mainly handles tutorial and farming tasks, introducing newcomers to units, heroes, and core mechanics. For those who stay longer than a month, it’s almost always about competing in PvP to climb the leaderboards.
In Kingdom Clash, the Arena also became the key attraction and primary revenue driver very quickly. However, after years of experimentation, we discovered that focusing on PvE helps boost product metrics as well. In this article, we share some of the ideas that worked for us.
Bosses with special mechanics
To make players keep returning to PvE, you need to offer a unique game feel they can’t even get from winning the toughest PvP match. Boss battles are a visual and mechanical game changer. These fights also connect to the campaign, since they only unlock after level 300. To deal maximum damage to a boss within the time limit, players have to rethink their army composition—sometimes a lineup that dominates in the Arena turns out to be useless against a giant monster with unique abilities. Currently, Kingdom Clash features three such bosses.
The fight with the dragon takes place on a platform hanging from chains. Occasionally, the dragon tilts the platform, and you have to move your troops fast so they don’t slide off.
The spider summons swarms of smaller spiders. You can switch your targeting from the boss to these minions so they don’t wipe out your army while you’re trying to bring down the main spider.
The battle with the kraken unfolds on a ship’s deck. From time to time, the kraken grabs 15–20 of your units with its tentacles and tries to eat them. To rescue your troops, you have to time a cannon shot just right.
Yes, creating bosses takes a lot of time and resources, and it doesn’t typically yield an overnight surge in metrics. Even so, in the project’s third year, we can confidently say that adding boss fights has had a significant impact on long-term retention and monetization—not to mention how much the community loves them.
Diverse locations
Repetition is the main enemy of any single-player campaign. While you can hold the player’s interest for the first hundred levels by gradually introducing new units and modes, beyond that, other techniques come into play—including visual variety.
The game has three factions: humans, mages, and the undead. We try to design each level so it fits the relevant environment. For instance, at level 120, the Magic Forest appears—created specifically for the mage faction. Level 400 leads to Necropolis, which suits the undead. There’s also a level that features a full city in a classic fantasy style, plus seaside maps, wheat fields, and more. Each boss has its own exclusive setting as well.
Honestly, we can’t say for sure how much changing scenery affects key metrics, or if it’s even something you can track precisely. Mainly, we do it to maintain the atmosphere. We liked the results so much that at one point we decided to give the PvP arena its own unique background—a coliseum-like amphitheater. The first version had no spectators, but later we added jumping figures in the stands, reminiscent of old FIFA games.
Special heroes for the campaign
As in most battlers, Kingdom Clash divides its heroes by rarity—usually Rare, Epic, and Legendary, though we added Mythic recently. In PvP, Legendaries and Epics matter most, while Rares generally serve as extras. However, there’s one exception: Baron, a Rare hero that everyone wants, specifically for the single-player campaign.
Baron’s active ability creates a special aura around him, turning enemy units within that radius gold for the rest of the battle. They then drop extra coins, and the higher Baron’s level, the greater the multiplier. If you’d normally get 10 coins for defeating a certain enemy, a level 10 Baron raises that to 15. Because of this, even players focused on PvP will swing back to the campaign to farm gold with Baron and power up their PvP armies.
A few words on paywalls in the campaign
In the early versions of Kingdom Clash, campaign progression was structured like most battlers: the first 50 levels act as the tutorial, and then players hit a modest blocker, where they have to either farm a bit or buy boosters. In terms of timing, this lines up roughly with the end of day one for a new player, helping to drive initial in-app purchases and generally boosting monetization.
Later, we tried extending this approach with several more blockers between levels 150 and 500, but by that stage, it no longer had the same effect. Players tended to drop the campaign entirely in favor of PvP and side modes. Probably this happened because most modes become available at earlier campaign levels, and progression slows down a lot after that.
At the moment, we’re sticking to softer blockers in the campaign. Still, as the project expands and the campaign gains more perks, we’re considering bringing back blockers for higher levels. For instance, adding a leaderboard for campaign progress could motivate players to clear more levels, and in that scenario, new blockers might make sense.
Final thoughts
Naturally, the main focus in a mobile battler is developing PvP modes, but the PvE campaign also has a crucial role. Early on, it attracts new players and eases them into Arena battles, and later it becomes a key source for farming soft currency. Over the game’s lifespan, PvE remains important for player progression. If you want to keep people from burning out and encourage them to stick around, you need to keep refreshing your PvE content and introducing new features.
The analytics platform Sensor Tower has released a comprehensive report on the state of the mobile industry at the end of 2024, highlighting key figures and trends in the mobile games market.
For instance, the total number of mobile game downloads worldwide declined by 6%, reaching 49.6 billion, while in-app purchase revenue grew by 4%, totaling $80.9 billion.
When it comes to IAP revenue, strategy games ($17.5 billion) and RPGs ($16.8 billion) lead the way, followed by puzzle games ($12.2 billion) and casino games ($11.7 billion).
Analysts predict that in the coming years, developers will place even greater emphasis on long-term retention and creating deep, high-quality gameplay. We’ve discussed this before and have been focusing on the development of long-term projects for years—whether midcore, casual, or even hypercasual, which has also proven to sustain growth over time.
Looking at our own results, Azur Games ranked #1 among all game publishers in total downloads. In 2024, nearly 50 billion mobile game installs were recorded globally, and over 1.2 billion of them came from our games.
And here are our top 5 most downloaded games of all time:
WormsZone.io – 600 million downloads
Stack Ball – 560 million downloads
Bottle Jump 3D – 250 million downloads
Hit Master 3D: Knife Assassin – 185 million downloads
Colour Adventure: Draw and Go – 175 million downloads
The “golden cohort” effect has been widely recognized in the world of software development, particularly for PC applications. The idea is simple: when a new product, like a messaging app, launches, the first wave of users tends to be the most engaged and relevant audience. As time goes on, less targeted users start trying the product, leading to a gradual drop in key metrics.
But what about mobile games? Most hypercasual and midcore games launch without any pre-release buzz, yet they also experience a post-launch drop in performance.
You launch a new game, and after a few weeks, key metrics start declining—even though nothing has changed.
Or, two months after release, you roll out a new version that should, in theory, absolutely perform better than the original. Yet, the expected uplift in metrics doesn’t happen.
At this point, teams often worry that something has gone wrong. But could it simply be the golden cohort effect at play?
To answer this question, we analyzed internal data, leveraging our experience from over 100 game releases and more than 9 billion installs.
Methodology
To test the hypothesis, we examined all Azur Games releases across iOS and Android, from hypercasual titles (the majority) to casual and midcore games. We filtered projects based on several key criteria:
Only games with 5,000+ installs per week were included.
The dataset focused exclusively on projects with existing monetization models.
We removed projects with extreme metrics (falling outside the 5%-95% percentile range) to focus on typical trends. This eliminated anomalies caused by sudden spikes in monetization, a few high-spending players, or breakout hits.
What the data shows at first glance
The golden cohort effect definitely exists. The real question is how much it impacts mobile games—and whether anything can be done about it.
1. Conversion rates drop over time.
In the first week: -5%
After a month: -8%
After two months: -11.5%
The main reason for this decline is that ad networks initially bring in the most motivated users. Meanwhile, ad creatives gradually “burn out,” further contributing to the drop. A year later, similar trends can be observed in most cases.
2. User acquisition costs increase within the first month.
CPI increases by ~10% per month.
This is a direct consequence of the first point: as CR and CTR decline, CPI naturally rises.
3. R1 declines slightly over time.
On average, R1 decreases by a few percentage points over time. However, some projects show extreme fluctuations, with retention either increasing or dropping by as much as 20%. Since we analyzed a large portfolio of games, these fluctuations balance out, making the overall decline appear relatively small.
For a small studio, though, these figures can be far more volatile. With fewer games to average out the effect, the drop in retention could be several times more pronounced.
We also examined several projects with declining R1 where there were no clear external factors—no major gameplay changes, no monetization adjustments. The only explanation? The golden cohort effect.
4. The golden cohort effect impacts all genres equally.
We hypothesized that different game genres might experience varying degrees of the effect. However, clustering analysis showed no significant differences between genres, mechanics, or styles. Conclusion: The golden cohort effect is universal—it impacts all mobile games.
A visualization of the data further supports this, showing no distinct genre-based patterns.
Preliminary conclusions
The golden cohort effect in mobile games is real—the most targeted and engaged users join in the early days after launch. They are cheaper to acquire, have higher retention, and are more likely to make purchases.
A drop in key metrics in the weeks following release is often just a natural consequence of this effect. It doesn’t necessarily mean the game has issues or that a recent update failed to resonate with players.
Given how player expectations have risen in recent years, this effect reinforces the importance of launching with a well-polished product rather than rushing out a rough prototype.
For hypercasual games, the impact of the golden cohort on monetization is less significant, since revenue mostly comes from ads. If a user installs the game, they will see ads regardless of whether they are the ideal player.
However, for games reliant on in-app purchases, retaining the golden cohort is critical. These early players are the most likely to convert into paying users, but if they don’t get hooked early, they may leave before making a purchase.
Can anything be done about it?
The good news is that the golden cohort effect creates a valuable early-stage window where marketing is more cost-effective and return on investment is easier to achieve.
This is because ad network algorithms prioritize engaged users at launch, keeping acquisition costs lower. If a game is performing well, this is the best time to scale aggressively.
However, this golden window is short-lived, typically lasting between one week and 1.5 months. After that, metrics start to decline, audience engagement drops, and ad networks become more competitive, driving up CPI and display costs.
For Azur Games, this is less of a concern since we take a long-term approach to game development. Our key titles remain in operation for 5+ years, meaning that the impact of the golden cohort becomes minimal over time.
That said, for casual and midcore games that rely on in-app purchases, the effect is more pronounced. This makes it crucial to ensure a game is as polished as possible even before soft launch—at least to the extent that it feels like a finished product.
In the past, mobile developers followed a different approach: Release a prototype as quickly as possible > Test if the audience likes it > If it shows potential, refine it > If it flops, move on to the next idea.
But times have changed. Player expectations are higher than ever, and competition is fierce. Polishing and iterating on already profitable projects has become more cost-effective than launching brand-new games—even in hypercasual.
It’s possible that the golden cohort effect could be leveraged as part of a long-term marketing strategy, but that’s something for future research.
Over the past year, the number of candidates applying for junior analyst roles has been higher than ever. Many of these candidates boast impressive skills — knowing Python, writing SQL queries, explaining R1, and calculating ARPDAU.
Having conducted hundreds of interviews, sometimes as many as one per day for weeks, I’ve learned that specialized education or analytics experience doesn’t always translate to suitability for gamedev. In fact, some of the strongest analysts I’ve worked with came in as juniors with no technical skills at all.
For me, the most important trait in a candidate has always been their ability to think logically and with a product-oriented mindset. To help junior analysts navigate this process, I’ve outlined a few key points employers use to identify the real “diamonds” among the sea of technical graduates.
Within the first month of Kingdom Clash’s release, it became clear that the PvP arena was the heart of the game. It wasn’t just the main driver of monetization—it quickly became a major draw for players. The game’s community buzzed with discussions about tactics, lineups, and army compositions for PvP battles.
From the start, we wanted fair competition. Players should be able to climb the ranks organically, in-app purchases shouldn’t disrupt the balance, and cheaters shouldn’t be able to exploit the system. But in reality, that’s easier said than done. Players demand fairness—but they’re also quick to exploit loopholes if it helps them climb the rankings. And balance settings don’t just affect gameplay; they directly impact monetization.
So, our challenge was clear: strike a balance between competitive fairness and other key metrics in this asynchronous battler.
Leaderboard system & PvP matchmaking
Matchmaking in the Kingdom Clash arena is based on the Elo system—the same one originally designed for chess rankings. The concept is simple: winning against a higher-ranked opponent earns you more points; if your opponent is lower than you on the leaderboard, you get fewer points.
This system, first developed in the mid-20th century, turned out to be a great fit for battlers and leaderboard-based games. It’s efficient, requires minimal data tracking (only six parameters), and allows for quick and convenient calculations.
At the start of each new season, all players receive a starting rating. Before every battle, the system compares both players’ ratings and calculates how many ranking points are up for grabs based on that difference. Beating a higher-ranked opponent grants the full point value, beating an equal-ranked opponent grants around half the point value, and beating a lower-ranked opponent grants only a small portion of the points.
Players progress through six leagues: Bronze, Silver, Gold, Platinum, Diamond, and Master League (reserved for the most hardcore competitors). The more wins against equal or stronger opponents, the faster a player moves up. At the end of the season, players receive rewards based on their final ranking.
While we unanimously agreed on how leaderboard points should be calculated, the real debate was about how to pair players for battles. We considered two options: matchmaking based on rating and matchmaking based on army strength.
At first glance, matching by army strength seems like the fairer choice. A player’s rating can be misleading—for example, if someone hasn’t played in a while, their rating may have dropped, but their army is still just as strong. When they return, they could easily overpower their neighbors on the leaderboard.
But the problem with matching by army strength is that it punishes success. The stronger a player’s army, the tougher their opponents become, which means progress slows down even if they upgrade.
Let’s say a new player jumps into PvP and thinks, I’ll drop $1,000 to supercharge my army, become 10 times stronger, and climb the ranks faster. They make the purchase, significantly boost their army’s power, but immediately start facing opponents who are also 10 times stronger. As a result, they progress at the same rate as regular players who upgrade their army for free. If spending money doesn’t feel like it provides an advantage, the player loses motivation to do it. To keep the competition engaging, it’s crucial that players feel, I upgraded my army, and now the game is even more fun.
So how do we balance PvP matchmaking in a way that doesn’t undermine players who don’t buy in-app purchases? We explored this question extensively and concluded that the Elo system was the best fit for our game.
Currently, opponents are matched based on rating, with a spread of 10% both ways. If a player has 1,000 points, they’ll be paired with opponents rated between 900 and 1,100. This approach ensures that players aren’t penalized for progressing quickly. By strengthening their army, they genuinely gain an advantage, climb the rankings faster, and eventually face tougher opponents of similar strength.
Today, if you look at the arena leaderboards, the rankings have stabilized naturally, without developer intervention.
In later updates, we introduced additional gameplay layers to PvP. One of the most successful in terms of monetization was the revenge mechanic. If someone defeats you in the arena, you get a chance to fight back against the same opponent. But first, you need to build a stronger army. Since players are grouped by rating rather than raw army strength, this mechanic creates a natural incentive: first, visit the store to power up—then head back to PvP and settle the score.
Fighting against exploits
Throughout Kingdom Clash’s history, unfair matchmaking has never been a major concern. But here’s the paradox: players always demand fairness, yet they rarely miss an opportunity to exploit mechanics for an advantage in PvP.
One such loophole came from a feature designed with good intentions. Initially, we allowed players to leave a PvP battle without losing an attempt. This was meant to protect those with unstable internet connections, so they wouldn’t be unfairly penalized for disconnecting. If they dropped from a match, they could simply log back in and resume play.
But soon, players began mass-abusing this system to dodge tough opponents. If they spotted a strong opponent on their list, they would deliberately start the battle, exit immediately, then log back in. This would refresh their opponent pool while preserving their battle attempt. The trick spread quickly—guides on how to exploit it were openly shared in Discord, and new players were taught how to game the system.
Once we saw what was happening, we shut it down. Now, if a player logs back in after leaving a match, they must either finish the battle or accept a loss. Before implementing the fix, we ran an analysis and found that genuine disconnections were extremely rare, whereas abuse had become widespread. Of course, removing a loophole like this will always cause some backlash—even from players who claim to be against cheating—but it was a necessary step.
We’re still tackling another common issue in Elo-based ranking systems: time zones. Since game days reset at 00:00 UTC, players who log in early in the day are at a disadvantage. They complete their battle limit before others and climb the leaderboard early, only to be attacked later by players who log in closer to the daily reset. The early risers have no way to recover their rank before the day ends.
One possible fix we’re exploring is locking a player’s points from the previous day to even out the time zone disadvantage. However, we haven’t yet found an elegant way to implement this.
Meanwhile, some of the more “persistent” top players have found ways to combine this issue with another loophole—exploiting the revenge mechanic. The tactic works like this:
1. At the end of the game day, they intentionally set a weak army formation, making it easy for others to defeat them.
2. Other players—with much weaker armies—see an easy win and take advantage, cutting off the maximum possible rating points.
3. Since revenge battles are stored for 24 hours, the player doesn’t retaliate right away but stockpiles their revenge matches instead.
4. When the next day rolls around, they wait until the final hour to act. They complete their usual 20 battles, then cash in on all their stored revenge fights, racking up a massive rating boost that creates an even bigger gap between them and the competition.
While it might seem obvious, we didn’t immediately recognize this as an issue, but over time, it became a common practice. Players would openly discuss it in clans and on social media, making it clear this wasn’t an isolated case—it had become standard behavior.
One major side effect of this exploit was that many of the strongest players were deliberately setting weak formations, waiting to be beaten. As a result, the leaderboard became cluttered with low-power players at the top, creating a confusing and unfair ranking system.
The solution? We adjusted the revenge mechanic so that only 50% of lost points are regained from a revenge victory. This made it far less profitable to intentionally lose on defense. Almost overnight, the leaderboard became healthier, and the exploit disappeared.
Final thoughts
Some games tweak PvP matchmaking to boost their metrics. For example, they might start new players off against weaker opponents, then gradually introduce tougher ones to push them toward upgrading.
We took a different approach. We wanted Kingdom Clash’s PvP to be as fair as possible, believing that the arena is an independent ecosystem that would naturally balance itself over time. As players progress, they inevitably start facing opponents of similar strength—simply because a stronger army means a higher position in the rankings.
A recent analysis of the top 500 arena players confirmed this balance. We found that 65-75% of them make purchases, showing that competitive play and monetization can go hand in hand without breaking fairness.
Every year, as we approach the end of December, certain questions naturally come to mind. Let’s dive into them together: reflecting on how this past year has unfolded, the lessons learned, and what lies ahead in the mobile gaming market.
How have the last 12 months been for the company
Quite steady. Although there’s been some industry-wide unease, we’re continuously exploring new growth opportunities and focusing on expanding our midcore offerings. Interestingly, we’ve found that even hypercasual games can thrive for years, and we’re able to boost monetization by substantial percentages well after launch.
As for our new midcore projects, we expect the most significant results to start showing in a few years.
Over the past year, we haven’t seen any major disruptions within the company, and our revenue has been growing steadily, though market margins are gradually shrinking for everyone. Mobile gaming has matured, so those high margins and explosive growth we saw during the pandemic are becoming rarer.
A big part of our growth strategy is helping developers elevate their projects. That’s why we’re actively pursuing M&A opportunities to find teams and projects that align with us — where we can truly leverage our internal expertise to create synergy.
Industry trends over the last 12 months
We’re seeing a trend toward more complex, deeply developed games with regular monthly updates. Hypercasual isn’t going away, but it’s gradually transforming into something different from the genre we know. Ad monetization margins are shrinking for hypercasual and moving towards logic games instead.
The last three years’ trends are continuing, with rising player expectations and increasing demands for product quality. It’s become harder to make something truly new, as depth in game development is now crucial — whether that’s technical quality, design, VFX, or optimization. Success now requires an integrated approach with strong development and marketing working hand-in-hand.
Future trends, challenges, and opportunities
The rapid growth we’ve seen in the past seven years is leveling out. The market seems to have reached a plateau, so development is becoming more gradual.
The industry’s high margins are dropping to average levels, which could challenge new entrants, but it’s also an opportunity for seasoned companies with experience in delivering quality. We don’t anticipate any major new trends in the immediate future (though, you never know), but we do expect steady growth in high-quality products that demand significant resources and attention.
Looking a bit further ahead, we might see “anti-globalization” taking hold, with potential competitors to Apple and Google emerging. In a few years, new major platforms could enter the gaming market and capture a larger share.
Key to mobile game success in 2024
Quality is key. A great concept alone doesn’t cut it anymore; flawless execution is essential. Previously, it was possible to launch with a raw prototype, even with unpolished code, and layer improvements on top. Now, only a high-quality, dedicated approach works — even from the prototyping stage.
And the work doesn’t end with launch; it’s crucial to know how to sustain the project, developing it for years with a GaaS mindset, testing ideas, and regularly adding content and improvements.
LiveOps has become a major factor in success. Games with LiveOps typically reach wider audiences and perform better financially, which helps them stand out against hundreds of competitors. Regular updates, new events, and fresh content are vital for retaining players.
Overall, the ability to adapt to changing market conditions remains crucial. The rules we’re playing by right now couldn’t be more different from what we started with. Yet, some teams still follow outdated paradigms, believing a prototype whipped up solo in a few days or weeks can become the next hit. The reality is, things have moved on.
The path ahead
While our portfolio includes many hypercasual titles, we’ve long shifted our focus toward developing more complex midcore projects. These take years to fully realize, especially large-scale projects, so we’re dedicated to long-term development and iterative improvement across all our games.
GamesIndustry.biz just wrapped up the year in their infographic “The Year in Numbers 2024.” The team dove into data from analytics heavyweights like Newzoo, Sensor Tower, and others, and also ran their own surveys among industry pros. The goal is to spotlight the biggest trends, show which segments are growing the fastest, and highlight the companies shaping gaming’s future in the coming year.
You can check out all the infographics and numbers in their full article. But let’s get straight to the part we’re most excited about:
Azur Games is #1 among worldwide publishers by downloads, racking up more than 1.2 billion installs.
That brings the total number of all our downloads to over 9.5 billion—we’re closing in on another big milestone.
Now, here’s the top 5 most downloaded Azur Games titles of all time:
Stack Ball — 500M+ downloads
WormsZone.io — 490M+ downloads
Bottle Jump 3D — 200M+ downloads
Hit Master 3D: Knife Assassin — 150M+ downloads
Colour Adventure: Draw and Go — 140M+ downloads
We’re also super focused on midcore and casual projects, so expect even more updates—and downloads—on the horizon.
And a huge thanks to everyone who’s been on this journey with us in 2024.
Long-term operation is one of our core priorities, and LiveOps plays a vital role in achieving it. While it might seem straightforward, successful LiveOps demands a systematic approach and a clear understanding of what works and what doesn’t. Assumptions alone aren’t enough — we tested popular hypotheses by conducting experiments with promotional content on Google Play.
Here’s a summary of nine hypotheses we explored and the results we uncovered.
1. LiveOps on “low-quality” projects isn’t worth the effort
Result: Confirmed
This one might seem obvious. Google provides clear guidelines for project requirements — bugs, crashes, or performance issues greatly reduce the likelihood of a game being featured.
But quality goes beyond just meeting technical standards. Games that get featured tend to have a polished look and feel, engaging gameplay, and a strong meta layer. Features like immersive effects, addictiveness, and overall depth are key contributors.
Ultimately, identifying what makes a “high-quality project” comes from experience. It’s a combination of launching dozens (if not hundreds) of projects, observing how LiveOps and other strategies — like promotions, developing meta, and drawing in organic traffic — impact performance, and learning through trial and error. Without a solid foundation, investing in LiveOps can end up being a waste of resources.
2. Submitting events early increases feature duration
Result: No clear correlation
We tested whether submitting LiveOps events to Google Play for review 1–2 weeks in advance — rather than 2–3 days — would result in longer feature durations or more organic traffic.
No strong patterns emerged from our tests on one project. While timing may play some role in certain cases, feature duration is more dependent on project specifics and an array of smaller factors.
3. Relaunched LiveOps bring less traffic than the first launch
Result: Not confirmed
The biggest factors influencing organic traffic and conversion rate growth are Google Play features and visibility. Interestingly, repeated events are just as likely to be featured as new updates.
However, there’s a slight difference in user behavior. Players are marginally less likely to engage with a familiar event card, which can lead to a small dip in conversion rates. But the overall impact remains negligible.
4. Major update format outperforms time-limited events and offers in driving organic traffic
Result: Confirmed
Large-scale updates — such as introducing new maps, chapters, or game mechanics — consistently generate more organic traffic than seasonal events or time-limited promotions. This is no shocker, but it’s worth noting that major updates require significant development resources and expertise to execute effectively.
5. Organic traffic spikes within the first three days
Result: Confirmed
Yes, the bulk of organic traffic growth happens in the first three days after a LiveOps launch. This aligns with player activity trends and correct planning, particularly when events are timed to maximize weekend engagement when player numbers naturally increase.
While events may run for extended periods, the organic traffic boost tends to peak around the second or third day. After about a week, metrics like impressions, installs, and conversion rates usually return to their baseline levels.
7. Localized LiveOps text increases impressions and reach
Result: Partially confirmed
Google recommends translating LiveOps text into languages spoken in target regions, as this can expand reach by catering to multilingual audiences. For instance, localizing into French, German, and Italian can increase visibility in a region like Switzerland.
However, adding dozens of languages doesn’t guarantee better results. Translating into two or three of the most widely spoken languages typically covers 99% of the global audience, making excessive localization unnecessary.
8. LiveOps impacts retention more than user acquisition
Result: Partially confirmed
In general, this holds true, but the impact varies by genre. Hyper-casual games tend to see more new user traffic, while midcore games benefit more from re-engaging dormant players.
The same complexity applies to analyzing traffic sources. For LiveOps cards, we can track opens and distinguish between new and returning players. However, there’s also a noticeable boost in organic traffic, making it challenging to pinpoint whether a user discovered the card through organic means or via ad networks. The overlap adds an extra layer of difficulty to accurately attribute the source.
9. Sales events directly increase revenue
Result: Not confirmed
When we were working on the previous theory, we also tested whether LiveOps sales events would drive a measurable increase in ARPU. No significant impact on revenue was observed.
Takeaways and ongoing experiments
While some of these tests produced interesting results, they raised more questions that warrant further exploration. What’s clear is that LiveOps success isn’t about following a universal formula or guidelines — it’s about tailoring strategies to the audience, project specifics, and available resources.
Ultimately, the effectiveness of LiveOps depends on the overall quality of the game. From technical performance to gameplay depth, content richness, and meta-layer design, every detail matters.
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