Retention shows how many players come back after their first session — and how long they keep returning.
If CPI earns you attention, retention proves you deserved it.
1️⃣ Definition
Retention Rate =
(Number of returning users ÷ Number of new users) × 100
...measured over specific time frames:
Metric | Meaning |
D1 | Did they come back the next day? |
D7 | Are they engaging with the core loop? |
D30 | Is your game worth playing long-term? |
📍Example: 1,000 installs → 300 return Day 1 → D1 Retention = 30%
2️⃣ Why Retention Matters
Use Case | What It Reveals | Design Insight |
Onboarding quality | D1 = did the game earn a second chance? | Is your FTUE fast, clear, rewarding? |
Loop engagement | D7 = do players enjoy the core experience? | Is the loop satisfying and evolving? |
Meta strength | D30 = is there a reason to stay long term? | Is there depth, LiveOps, social, mastery? |
Monetization readiness | No retention = no revenue | Do players return before you ask them to pay? |
📍Don’t ask “why don’t they pay?” before you ask “why don’t they return?”
3️⃣ Benchmark Retention (F2P Mobile)
Retention Tier | Good Range |
D1 | 35–50% |
D7 | 15–25% |
D30 | 5–10% |
📍Don’t panic at D30 = 7% — panic if D1 = 10%. Retention loss is exponential, not linear.
4️⃣ What Affects Retention
Factor | Impact |
FTUE quality | Sets tone for engagement or uninstall |
Core loop strength | Needs to reward mastery and curiosity |
Pacing & economy | Keeps progression meaningful, not grindy |
Session goals | Missions, streaks, dailies = habit hooks |
Social systems | Give players reasons to return together |
Content cadence | New events, unlocks = long-term re-engagement |
UX friction | Any confusion or delay = churn risk |
📍Retention ≠ addiction. It’s earned loyalty through rhythm, clarity, and value.
5️⃣ Retention-Oriented Design by Stage
Stage | Design Goal |
D1 | Emotional hook, clarity, 1 full gameplay loop |
D7 | New features, meta progression, player identity |
D30 | Long-term goals: collection, LiveOps, mastery, social |
📍You don’t need to impress on Day 1 — you need to connect. Retention is emotional continuity.
6️⃣ Tools & Analysis
Tool | Use |
Cohort tracking | Compare retention by segment (platform, install date, UA source) |
A/B testing | Validate impact of onboarding changes |
Funnels + drop-offs | Identify pain points across sessions |
Push notifications | Support retention — don’t replace design |
📍Retention tools are mirrors — they reflect what design actually delivered.
✅ Retention Checklist
📍If Day 1 is a trap, Day 7 is a promise, and Day 30 is a relationship.
Summary
Term | Retention |
What it tracks | % of users who return to your game over time |
Why it matters | Reflects design value, emotional payoff, and long-term health |
Improved by | FTUE clarity, loop strength, pacing, social depth |
Paired with | Churn, LTV, Funnel, CPI, Session Length |
📍Retention is not just a number — it’s your game’s second chance. Make sure players have a reason to return — and something waiting for them when they do.