Field note ยท February 4, 2026
The Underpowered Retention Test Mistake
We see teams, even top Pubs making this mistake
- Buy 500 installs for D1 Retention Test.
- Don't realize this few installs = 8-9% margin of error!
- Make poor decisions like 'our new build's D1 is worse!'
In the age of hybrid-casual, high-vol prototype testing, it's essential to power tests correctly.
Last year I worked with a team who would buy 500 installs for retention tests, trying to prove D1 Retention and D0 playtime improvements with each build.
They were looking for 3%-4% improvement per build, but getting D1 retention reads with 8% margins of error!
So a build that looks 4% better could truly be 4% worse!
Or vice versa.
Imagine a team feels confident in their current direction, doubles-down, then 'sees' D1 drop 8% in next release.
This whiplash / uncertainty is truly maddening for teams.
Have you ever had this experience?
Below is a menu of viable options.
Assumptions behind the math
- "True" D1 of 35%. (for 40%, just add 5.5% to cost)
- IPM = 5. (For IPM = 2.5, 2x cost. If 10, 50% cost!)
- CPM per tier:
US: $30. Tier-1A (UK+CA): $22 Tier-1B (Netherlands, Sweden, Denmark): $16 Tier-3 (Thailand, Philippines, Malaysia): $5
- All calculations to 95% confidence interval
Acquire responsibly, my friends.
May the odds be ever in your favor.
Turbine helps mobile game & app publishers drive UA and product KPIs.
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