Player Segmentation: Splitting the Players Your Averages Are Hiding
Averages hide the players who actually decide your revenue. How RFM and behavioral segmentation work in mobile games, and how to feed segments back into UA.
Aug 24, 2026
RetentionUser AcquisitionBattle Pass Economics: How One Season Structure Drives Revenue and Retention at Once
Battle passes drive 10-40% of revenue in top F2P titles. The economics of season structure, tier design, and why one system moves revenue and retention together.
Aug 12, 2026
RevenueRetentionOnboarding Decides Your D1: First-Session Design and the FTUE Metrics That Matter
Most churn happens before day one ends. Here is how to design a first session that survives the first 60 seconds, and the FTUE metrics that predict D1 retention.
Aug 03, 2026
RetentionD1/D7/D30 Retention Benchmarks for 2026: What Good Looks Like and How to Read Your Own Curve
What counts as good D1, D7, and D30 retention in 2026? Benchmark tables by tier and genre, plus a framework for diagnosing which stage of your curve is broken.
Jul 27, 2026
Retention