Field notes

Writing on F2P games performance

A decade of hard-won lessons on monetization, retention, user acquisition, and the design decisions that actually move the numbers.

Case Studies

Case Study · May 31, 2026

Case Study: PVP Casual Card Game — 6.4× Revenue Run Rate

How a hit physical card game became a real F2P publisher: 6.4× revenue run rate, +80% IAP ARPDAU, and +162% ad ARPDAU over a two-year engagement.

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Case Study · February 23, 2026

Case Study: Classic Solitaire Game — +60% D14 ARPU

Fixing broken ROAS measurement and running 15 high-ROI experiments lifted D14 ARPU 60% blended (+67% incent, +52% non-incent) for a classic solitaire title.

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Case Study · December 9, 2024

Case Study: Wordscapes — +38% IAP ARPDAU

How the #1-grossing mobile word game of all time lifted blended IAP ARPDAU 38% over a 10-month engagement — embedded PM and disciplined experimentation with PeopleFun.

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Case Study · September 1, 2023

Case Study: Top-Grossing Merge-2 Game — +24% ARPDAU

A +24% blended ARPDAU lift on a top-grossing Merge-2 title — 13 high-ROI product initiatives, a sharper A/B-testing methodology, and a co-designed economy fix.

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Case Study · June 17, 2022

Case Study: Wordgrams — 2.0× ARPDAU

How Funcraft's word puzzle doubled blended ARPDAU (2.0×) in its launch window — a rapid split-testing playbook, 29 product initiatives, and a lasting experimentation culture.

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Featured Posts

June 7, 2019

How to Fail, Part 1: Start Without a Business Case

As we know, 95% of mobile F2P games are unprofitable. After working on 80+ mobile projects with 30+ game teams, I’ve seen these odds play out first-hand. It’s quite…

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August 22, 2019

How to Fail in F2P Mobile Games, Part II: Undisciplined Innovation

The F2P Designer’s Dilemma Like many mobile game PMs and designers, I cut my teeth in premium console game production. Down in the trenches, creative…

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October 9, 2019

How to Fail in F2P Mobile Games, Part III: Vague Product Goals

Previously, in “How to Fail in F2P Mobile Games…” In Part II of “How to Fail in F2P Mobile Games” we touched on three distinct approaches to product and feature…

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All Posts

Field note · June 17, 2026

What's the Retention Benchmark for a Casual Game in 2026?

Install-weighted D1/D7/D30 for casual genres (US/iOS). A top-grossing match-3 now competes against 47/24/13 — and why some genres survive on 5–8% D30.

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Field note · May 27, 2026

What Separates Steam Indie Winners From Losers

A 1,712-game dataset ranks four launch-controllable factors by predictive strength, with explicit correlation-vs-causation and survivorship caveats.

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Field note · April 22, 2026

Why China Dominates Merge-2

Merge-2 is one of the few casual categories still minting new hits. China takes ~2x the West's shots on goal and repeats hits at 17% vs 4%. The structural why.

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Field note · April 15, 2026

The Pixel Flow Clones, Ranked

Fewer fast-follows than feared. The five best Pixel Flow derivatives so far, scored on forecast, UA differentiation, and retention.

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Field note · March 24, 2026

Hybrid Puzzle, Ranked: The 13 Sort Subgenres

13 hybrid-puzzle types ranked by revenue. The top five are all Sort variants — and Sort/Screw alone is a $72M subcategory.

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Field note · March 18, 2026

Who's Winning in Hybrid Casual Puzzle?

The top 7 puzzle publishers have each shipped hundreds of games — ABI over a thousand. To compete, plan on 200 prototypes first.

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Field note · March 11, 2026

How SORT Took Over Hybrid-Casual

A five-year mechanic-evolution teardown: the UA-readability, procedural cost, and loss-aversion advantages that drove sort puzzle to dominance.

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Field note · March 4, 2026

Soft Launch Radar — March 2026

Four soft launches worth watching: 37Games' plague-doctor 4X, 1SOFT's Brick Factory, and Moon Active's Jelly Busters and Reality Bay. Who goes the distance?

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Field note · February 26, 2026

Will Hotpot Flow Be the Next $10M Sort Game?

iKame's cozy conveyor-sort hit broke $40k/day within weeks. A teardown of the model, the monetization, and iKame's 40-games-a-year volume machine.

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Field note · February 12, 2026

The Greenlight Math Behind Kaiju No. 8

A numbers-first case study on an organic-first AAA-IP launch: dev-cost recoup, UA economics, and IP timing — why even a #2 launch barely pencils out.

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Field note · February 4, 2026

The Underpowered Retention Test Mistake

Buy 500 installs for a D1 test and you're working with an 8–9% margin of error — enough to flip a build's verdict. How to power tests right.

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Field note · January 27, 2026

Are There Only Two Viable Genres Left?

Of 22 successful Q3 2025 launches, nearly all were XXL RPGs or hybrid-casual puzzlers. The two-strategy recipe — IP-organic vs product-auction-fit — and how to export it.

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Field note · January 14, 2026

Where Are Mobile Publishers Winning?

In Q3 2025 just six countries produced nearly every successful launch. The 1.5% success rate, and the two paths that survive it.

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Field note · December 31, 2025

How Teams Fail at Retention Testing (Without Realizing It)

A 35% D1 read off 140 installs could really be 28%–42%. Most teams test to a budget, not to the math. How to do it right.

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Field note · December 18, 2025

What Features Have the Greatest Impact on Revenue?

Turbine correlated feature launches with ARPDAU across casual games. Loss-aversion mechanics win; some ubiquitous features underdeliver.

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Field note · December 3, 2025

Recent Posts on Clash Royale's Comeback Are Wrong

The product-driven turnaround narrative is seductive — and probably wrong. The real story is distribution: one streamer, 85% organic downloads.

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Field note · November 18, 2025

Is Free-to-Play Dead on Steam?

Ten years of Steam data: F2P is ~9% of launches but ~30% of revenue, flat for a decade, and dominated by AA/AAA core PvP titles. Why indies wisely avoid it.

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Field note · November 11, 2025

What Features Actually Increase Playtime?

Race events, dense daily tasks, and same-day sessioning move playtime. Battle passes and guilds mostly don't — why behavior resists change.

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Field note · October 31, 2025

Where Are Mobile Publishers Succeeding? (Hint: Not the US)

Nearly all of Q2 2025's successful launches came from the East. The US had zero. The five geos that are actually winning.

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Field note · October 23, 2025

Where Should You Test Retention?

The Philippines is the default low-CPI retention proxy — here's why it works, when it doesn't, and when to anchor it against a US test.

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Field note · October 16, 2025

Who Will Be the Next Vietnam?

Low costs and hustle aren't enough. Vietnam's rise took a talent incubator, a startup diaspora, and big tax incentives — a repeatable recipe.

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Field note · October 9, 2025

What Types of Games Are Succeeding on Steam in 2025?

Of 1,445 Q2 Steam launches, only 3.4% hit $500k net/mo — eerily close to mobile. Which genres, themes, and tags broke through.

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Field note · October 2, 2025

Do Supercell Games Succeed Because of — or In Spite of — Light-Touch Monetization?

Brawl Stars values a maxed hero at ~$200 vs. $2,000–4,000 in core RPGs. Is shallow spend depth the price of a 3:1 organic install ratio?

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Field note · September 24, 2025

This One Country Published More Games in Q2 Than Anyone on Earth

Vietnam launched 311 games in Q2 and drove 17% of first-week revenue from new titles — second only to China.

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Field note · August 20, 2025

Why Galaxy Defense Wins (Tower Defense)

455 Tower Defense games launched in 2025; one crosses $10M. What Galaxy Defense does differently — roguelike D1R, second-screen idle, deep spend-depth geometry, LiveOps.

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Field note · August 12, 2025

Mobile Game Publishing Is (Still) Broken

Only ~1.4% of Apple/Google releases reach $10M IAP within a year. Where else can a new game earn real money in 2025?

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Field note · August 5, 2025

Are Mobile Action Games Headed for Extinction?

A client's 'perfect' RTS retention-tested terribly. What a decade of data reveals about the second-screen shift, and what survives it.

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Field note · July 17, 2025

How Many Installs Do You Need to Measure Retention?

A lookup-table cheat sheet that answers the question we get ~1,000 times a year — good enough in 90% of cases, no LLM required.

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Field note · June 26, 2025

Who Really Drove Hybrid-Casual?

Three French publishers plus Rollic account for ~69% of hybrid-casual revenue since 2022. The RPD milestones that traced the genre's climb from hyper-casual to $4 RPDs.

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Field note · June 16, 2025

How to Get Spend Depth Above $100k (Wittle Defender)

Habby's Wittle Defender turns gacha duplicate-fusion into ~$170k of spend depth from a handful of heroes. A teardown of idle-RPG economy design for hybrid-casual.

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Field note · May 13, 2025

Can Hyper-Casual Still Work? The Block Blast Playbook

Block Blast scaled to 42M monthly downloads on a D60 of 28% — built from 3,000 A/B tests and 10,000 ad creatives. What it actually takes now.

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Field note · April 17, 2025

Mobile vs. Steam: Which Had the Higher Success Rate?

Everyone pivoted to Steam in 2023–24. We analyzed ~8,000 launches: mobile releases were 39% more likely to clear $1M net in 2024.

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Field note · April 8, 2025

Why Hybrid-Casual Puzzle Games Fail Without Streak Systems

From direct client work: streaks are a core economy feature, not a LiveOps add-on. The streak-system mistake most hypercasual studios make.

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Field note · April 7, 2025

The Turbine Playbook for Hybrid-Casual (10 Steps)

Turbine's step-by-step methodology: the CPI gate before monetization, retention thresholds, ROI-first feature order, and expecting to fail 3-5 times.

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Field note · March 19, 2025

How Turkey Became a Mobile Games Powerhouse (2020–2025)

Peak's landmark acquisition seeded 80+ startups and a knowledge-transfer wave — here's how it built Turkey's casual-games dominance.

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Field note · December 12, 2024

Why Royal Kingdom Isn't Paying Off (Yet)

Dream Games' second title leans on a differentiator the market isn't rewarding. Five reasons Royal Kingdom trails Royal Match — and whether it still makes sense.

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Field note
Field note · November 12, 2024

Monetization Is Easy — Retention and CPI Are Where Games Die

The contrarian case: you don't launch, you test. Why retention and CPI (product-market fit), not monetization, decide whether a game lives.

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Field note · August 27, 2024

The .100 Batting Average: Test Before You Build

Post-IDFA, the best publishers hit ~10%; everyone else is below 1%. Why you must CPI-test many ideas before committing to build one.

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Field note · July 30, 2024

Why Every App Is Suddenly Called '…Games'

Players search 'puzzle games' 1.5-2x more than 'puzzle game,' and the stores reward literal matches. A quick case study in keyword-ranking mechanics.

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Field note
Field note · June 27, 2024

Why Your Winning A/B Test Won't Reproduce

Bootstrapping, p-values, and false-positive rates: the statistics behind why split-test wins vanish on rollout, and why before/after testing fails at small scale.

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December 4, 2023

The A/B Testing Playbook For Mobile Games, Part 2: Statistical Significance Testing

In the first article in this series: The A/B Testing Playbook for Mobile Games, Part 1: Structuring the Experiment, we discussed the different types of A/B testing…

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Field note · November 13, 2023

Why Sci-Fi Is So Hard on Mobile (Warhammer 40K: Warpforge)

Only 8 non-Star-Wars/Trek sci-fi mobile games have ever passed $50M. A look at Warpforge's odds, and why CCGs cap out around $5-10 RPD.

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Field note · October 2, 2023

Warcraft Rumble: A Great Game in Search of a Market

A soft-launch teardown: Blizzard built a polished game, but is there a market for it? Polish vs. the brutal reality of mobile in 2023.

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February 10, 2023

The A/B Testing Playbook For Mobile Game Growth, Part 1: Structuring the Experiment

About our articles and guides In our work on 100+ games with 80+ game teams, there are some challenges that we encounter again and again. Over time, our…

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Field note
Field note · January 6, 2023

The Career Advice I Wish I'd Gotten at 18

'Follow your passion' is directionally right but incomplete. A five-step framework for cultivating passion as a competitive advantage.

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Field note
Field note · December 19, 2022

The Most Common Ad-Monetization Mistake

Choosing $0 revenue from 95% of your users isn't a strategy. The devil's-advocate case for testing interstitials and rewarded video, with segmentation.

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Field note
Field note · July 14, 2022

Only 0.29% of Mobile Games Make $1M a Year

Of ~1.01M mobile games, only ~2,900 clear $1M/yr in IAP. The odds say plan for both IAP and ads, and prove top-1% KPIs early.

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Field note
Field note · February 16, 2022

How to Meaningfully Improve D7 Retention

A five-step client playbook for moving D7 — qualified users, radical FTUE and difficulty changes — ending at the product-market-fit gate.

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November 9, 2021

The IAP Merchandising Playbook, Part 3: MVP Store Design (V2.0)

February 2022 NOTE: This article and wireframes were updated to V2.0. Included: Refinements born of split-test data / ongoing iterationAdded Landscape…

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November 17, 2020

The IAP Merchandising Playbook, Part 2: Visual Hierarchy

In the first article in this series: The IAP Merchandising Playbook, Part 1 we provided a simple checklist for ‘Captivating’ Special Offer Merchandising: In…

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October 9, 2020

The IAP Merchandising Playbook, Part 1: Special Offers that Sizzle

About our articles and guides In our work on 80+ games with 35+ game teams, there are some challenges that we encounter again and again. Over time, our…

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October 9, 2020

What is ‘IAP Merchandising?’

In my work with 35+ clients, ‘IAP Merchandising’ is a topic that I raise frequently, in service of improving IAP monetization. But, I’ve found this term to be…

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April 22, 2020

Getting more with less: 6 high-yield design patterns for F2P games

“We have tons of ideas, but what should we do first?” Having worked with over 30 game teams as a product consultant, I’ve been surprised by how often developers…

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May 22, 2019

Why Raid: Shadow Legends will surpass $250m

Introduction If you played any mobile games during the months of March or April 2019, you likely saw an ad (or twenty) for a game called Raid: Shadow Legends…

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March 7, 2019

Do you know your game’s spend depth?

The topic of Spend Depth comes up often with my free-to-play, mobile game clients, so I thought I’d share some high-level thoughts on the topic. To start, spend…

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July 26, 2018

Game Analytics I: DON’T Measure Everything

It’s no secret that turning a profit in F2P mobile games isn’t easy these days, and not only due to fierce competition. The modern mobile game service is an…

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July 26, 2018

Game Analytics II: Just Track These 6 Behaviors

This is the second part in a multi-part series discussing best-practices in product management and analytics for mobile games. In the previous post, DON’T Measure…

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July 26, 2018

Game Analytics III: What you need to know about your users

This is the third part in a multi-part series discussing best-practices in product management and analytics for mobile games. Game Analytics Part I: DON’T Measure…

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