Home › Blog › Mobile game KPIs
📊 Analytics guide · 2026

Mobile game KPIs, explained simply

Retention, ARPDAU, LTV, ROAS: the metrics that decide whether a mobile game lives or dies. Here is what each one means, how to calculate it, what 2026 benchmarks say, and how to avoid fooling yourself.

The short answer

The mobile game KPIs that matter most are retention (do players come back on day 1, 7 and 30), monetisation per user (ARPDAU and LTV), and acquisition efficiency (CPI and ROAS). A game is commercially healthy when the lifetime value of a player comfortably exceeds the cost of acquiring one. Everything else, from session length to payer conversion, helps explain why those numbers move.

The formulas

KPIWhat it meansFormula
D1 / D7 / D30 retentionShare of a day's new players who return on day 1, 7 or 30Players from the install cohort active on day N ÷ players in the cohort
DAU / MAUDaily and monthly active usersUnique players active in a day or a month
StickinessHow often monthly players playDAU ÷ MAU
Session length / sessions per dayEngagement depth and habitTotal playtime ÷ sessions; sessions ÷ DAU
Payer conversionShare of players who buyPaying users ÷ active users
ARPDAUAverage revenue per daily active userDaily revenue (ads + purchases) ÷ DAU
ARPPUAverage revenue per paying userPurchase revenue ÷ paying users
ARPUAverage revenue per user over a periodRevenue ÷ active users in the period
LTVRevenue a player generates over their lifetimeCumulative revenue from a cohort ÷ installs in the cohort (by day 7, 30, 90...)
CPICost per installAd spend ÷ installs from that spend
ROASReturn on ad spendRevenue from a cohort ÷ spend to acquire it (often by day 7 or 30)
ChurnPlayers who stop playing1 − retention for the period

Retention comes first

Retention is measured in cohorts: everyone who installed on a given day is followed over time. Mixing cohorts, such as comparing today's actives with yesterday's installs, produces numbers that look better than reality. Day-one retention mostly reflects the first session and tutorial; day seven reflects whether there is a reason to return; day 30 reflects depth and long-term goals.

For context, GameAnalytics' 2026 benchmarks, covering more than 16,000 mobile games with at least 1,000 monthly users in 2025, report:

MetricMedian gameTop 25%Top 10%
Day 1 retentionAbout 22%Just above 30%About 40%
Day 7 retentionJust under 4%About 6–7%About 11–12%
Day 30 retentionUnder 1%

The same report put median daily playtime at about 12 minutes. GameAnalytics stresses that genres and business models produce different curves, and calls the familiar 40/20/10 rule (40% day 1, 20% day 7, 10% day 30) a reference point rather than a pass mark. Compare against your genre and your own previous builds.

Monetisation per user

ARPDAU tells you what an average day of play earns, combining ads and purchases. ARPPU and payer conversion separate how many people pay from how much they spend; a game can grow revenue by converting more players or by giving payers more worth buying. Count ad revenue properly: in ad-supported games it is often most of the income, and leaving it out makes LTV look far too low. Our guide to ads vs in-app purchases explains the trade-offs.

LTV, CPI and ROAS: the business test

Lifetime value is the number that decides how much you can spend on marketing. Teams usually track LTV at day 7, 30 and 90 for each cohort and project it forward. CPI is what installs cost in a given market and channel. ROAS compares a cohort's revenue with what it cost to acquire, often measured at day 7 and day 30. If projected LTV is below CPI, buying installs loses money, however good the game feels.

Instrument from the first build

GameAnalytics recommends a minimum event set of session start, tutorial complete, level complete, purchase and ad view. Add funnel steps for your first session, economy sources and sinks, and the points where players quit. Firebase's Google Analytics is free and widely used with Unity; whatever tool you use, agree event names before development so data stays comparable between builds.

Mistakes that mislead

  • Mixed cohorts and comparing players acquired from different channels as if they were the same.
  • Ignoring ad revenue in LTV and ARPDAU.
  • Over-reading small tests. A few percentage points on a few hundred players is noise.
  • Celebrating averages. A rise in ARPPU can hide a fall in payers.
  • Old benchmarks. Retention across the market has fallen in recent years; use current, genre-specific data.

We set up analytics, dashboards and LiveOps for the games we build and for live games that need it. See LiveOps outsourcing and our soft launch guide for how these numbers drive launch decisions.

Sources: GameAnalytics: 2026 mobile and PC benchmarks · GameAnalytics: how to think about retention · GameAnalytics: post-launch analytics · Firebase: Google Analytics. Checked October 14, 2026.

Related: Ads vs IAP · LiveOps outsourcing · Mobile game development

FAQ

Quick answers ❓

What are the most important mobile game KPIs?

Retention on day 1, 7 and 30, monetisation per user such as ARPDAU and LTV, and acquisition efficiency such as CPI and ROAS. A game is healthy when player lifetime value comfortably exceeds the cost of acquiring a player.

What is a good day 1 retention for a mobile game?

It depends on genre. GameAnalytics' 2026 benchmarks put median day-one retention at about 22%, the top quarter of games just above 30% and the top 10% around 40%. Compare against your genre rather than one universal target.

How do you calculate ARPDAU?

Divide a day's total revenue from ads and in-app purchases by that day's daily active users.

How do you calculate LTV for a mobile game?

Track a cohort of players who installed on the same day, add up all the revenue they generate by a given point such as day 30 or 90, and divide by the number of installs in that cohort. Teams then project the curve forward.

What is the difference between ARPU and ARPPU?

ARPU is revenue divided by all active users in a period. ARPPU is purchase revenue divided only by the users who paid, so it shows how much payers spend.

Related guides

Mobile game soft launch guide → Hybrid-casual production, stage by stage →

Want clearer numbers for your game? 📊

Tell us about your game. You'll get an analytics and LiveOps plan and a fixed quote within 48 hours.