What KPIs does the publisher anticipate from your Hyper-Casual game?


Here are some key performance indicators (KPIs) that publishers often use when evaluating a game

As a developer, you must understand the key performance indicators (KPIs) that publishers anticipate from your game in order to properly collaborate with them and achieve market success. Here are some key performance indicators (KPIs) that publishers often use when evaluating a game:

LOW CPI

Cost per install (CPI): The cost of acquiring a new player for a game is measured by CPI. It is calculated by dividing the total cost of user acquisition by the number of new players acquired.

It is difficult to provide a specific cost per install (CPI) target that would be considered profitable for publishers for all games in the United States in 2022-2023, because the ideal CPI will vary depending on a variety of factors, including the game's genre, target audience, and overall marketing budget.

A basic rule of thumb is that a CPI of $1.00 or less is considered good, and a CPI of $2.00 or higher is deemed high. However, it is crucial to note that these benchmarks are only approximations and may not apply to all games.

To estimate a suitable CPI target for a specific game, consider a player's lifetime value (LTV), which is the entire amount of income that a player is expected to create during their time playing the game. The LTV can be used to calculate the maximum permissible CPI, as the CPI must be lower than the LTV in order for the investment to be financially feasible.

Developers may determine the most effective and cost-effective ways to gain new players and refine their user acquisition strategy by continuously watching and evaluating CPI and other parameters. is often regarded as a positive indication, indicating that gamers are interested in the game and are likely to continue playing it. A poor D1 retention rate may suggest that the game is not connecting with players or that issues need to be addressed.

Developers can find areas for development and adjust the game to boost player engagement and retention by tracking and evaluating D1 retention.

D1 Retention

The percentage of players who return to a game within the first 24 hours of downloading it is known as Day 1 (D1) retention. It is an important indicator of player engagement and can be used to evaluate a game's initial appeal.

D1 retention is calculated by dividing the number of players who return to the game within the first 24 hours by the total number of players who downloaded the game. If 100 players download a game and 50 of them return to play it within the first 24 hours, the D1 retention is 50%.

A high D1 retention rate is generally regarded as a positive sign, indicating that players are interested in the game and will likely continue to play it. A low D1 retention rate may indicate that the game is not connecting with players or that issues need to be addressed.

Developers can identify areas for improvement and optimize the game to increase player engagement and retention by tracking and analyzing D1 retention.

D7 Retention

D7 retention is similar to D1 retention in that it measures the number of players who return to the game within the first week of downloading it. Long-term player engagement and monetization require a high D7 retention rate.

Camulatibe playtime

The total amount of time that players have spent playing a game is referred to as cumulative playtime. This metric can be used to assess a game's overall popularity and engagement, as well as to identify trends over time.

Cumulative playtime is calculated by adding the total amount of time spent playing the game by each player. It can be measured in absolute terms, such as total minutes or hours played, or it can be normalized by dividing the total number of players by the average playtime per player.

To identify trends and changes in player behavior, cumulative playtime can be tracked and analyzed over time. It can be useful for determining a game's long-term success and identifying areas for improvement.

Monetization of Hyper-Casual Game

Interstitial advertising between stages or at natural gaps in gameplay are a typical revenue approach for hyper-casual games. These adverts can be targeted and personalized, providing developers with a valuable stream of money. In-app purchases are another popular technique of revenue for hyper-casual games. These can include goodies like power-ups or additional lives that assist players to advance in the game or improve their performance. Another monetization technique for hyper-casual games is to provide a free version of the game with restricted content, followed by an in-app purchase that allows players to purchase additional content or unlock all levels.

It is generally considered to be good to show 2 reward video ads and 10 full-screen (interstitial) ads per user per day. This number may vary depending on the specific game and its target audience, but showing a moderate number of ads can help to monetize the game without overwhelming players with too many ads.

Showing reward video ads sparingly can help to keep players engaged and motivated to play, as they provide an opportunity for players to earn in-game rewards. Full-screen ads can also be effective when shown at natural breaks in gameplay, such as between levels or when the game is paused, rather than during active gameplay.

By showing a moderate number of ads and carefully considering their placement, developers can strike a balance between monetization and player experience. It is important to continuously track and analyze the effectiveness of the ad strategy and make adjustments as needed.

By tracking and analyzing these metrics, developers can gain a better understanding of their game's performance and identify areas for improvement.

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