Benchmark in game design is a reference point — a measurable standard used to evaluate how your game performs compared to genre norms, platform averages, or top competitors.
Benchmarks are not just numbers — they’re context for your decisions.
1️⃣ Definition
A benchmark is a quantitative or structural standard used to compare your game’s KPIs, loops, economy, UX, or performance metrics against established norms — to identify gaps, guide tuning, or set goals.
📍Benchmarks don’t dictate your design — they help you ask the right questions.
2️⃣ Why Benchmarks Matter
Purpose | What It Enables | Example |
Retention tuning | Target D1/D7/D30 goals | F2P Mobile: D1 = 40%, D7 = 20% |
Monetization modeling | Shape ARPU/ARPPU expectations | Midcore ARPPU = $5–15 |
Session pacing | Compare loop duration, friction, fatigue | 5–10 mins/session for casual |
Onboarding optimization | Benchmark time-to-fun, FTUE drop-off | FTUE completion = 80%+ ideal |
Gacha balance | Rate design vs genre leaders | AFK Arena: ~2% 5★ drop rate |
📍Benchmarks reveal deviation — but interpretation is what makes that useful.
3️⃣ Common Game Benchmarks
Metric | Typical Value (F2P Mobile) |
D1 Retention | 35–45% |
D7 Retention | 15–25% |
D30 Retention | 5–10% |
Paying Conversion | 1–3% (casual), 3–8% (midcore) |
ARPU | $0.05–$0.30 casual, $1+ midcore |
ARPDAU | $0.05–$0.15 average, $0.30+ strong |
CPI | $0.50–$2.00, genre/region dependent |
Session Length | 5–10 mins (casual), 15–30+ mins (core) |
Stickiness (DAU/MAU) | 15–30% |
📍Benchmarks are dynamic — track them across time, markets, and genres.
4️⃣ Design-Level Benchmarks
Focus | Benchmark |
Core Loop Time | Completion ≤ 3–6 mins casual |
Time to Fun | ≤ 3 minutes in FTUE |
Battle Length | PvP: 1–3 min (Clash Royale), PvE: 4–7 min (Hearthstone) |
Gacha Pity | 90 pulls = guaranteed 5★ (Genshin Impact) |
Daily Task Load | 5–15 minutes optimal for F2P |
📍Benchmark loops and economy pacing — not just monetization. Fun per minute matters.
5️⃣ How to Use Benchmarks
Use Case | Application |
Feature Planning | Compare planned feature scope vs top games |
KPI Reviews | Match LiveOps curves to retention/monetization standards |
Pitching / Fundraising | Show how you’ll reach or outperform key benchmarks |
LiveOps Events | Benchmark engagement spike against genre events |
Product Roadmap | Use data to choose next experiments or systems |
📍Benchmarks are not goals by default — they’re indicators. Design upward from insight, not downward from fear.
✅ Benchmarking Checklist
📍Benchmarks don’t tell you what to be — they tell you where you are.
Summary
Term | Benchmark |
What it is | A reference value used to compare your game’s metrics or structure to genre norms |
Why it matters | Reveals gaps, shapes goals, supports decisions |
Where it's used | Retention, monetization, pacing, LiveOps, pitches |
Design goal | Use benchmarks as a mirror — not a mold |
📍Benchmarking is how good games become better in context.
Great designers don’t just follow the market — they know when to meet it, when to exceed it, and when to ignore it.