Interpreting user intent
The user's prompt, "Boost Your Mobile Game Revenue," is a bit ambiguous. They might be looking for guidance on strategies, copywriting for a landing page, or assistance with optimizing monetization strategies. Since I'm acting as a coding agent, I could definitely provide a strategic plan. I should think about asking clarifying questions, but also offer some initial actionable suggestions in a concise manner, like using bullet points to keep it clear.Outlining mobile game revenue strategies
I should provide a comprehensive list of strategies that include metrics, A/B testing, ad mediation, IAP bundles, and more, covering aspects like subscriptions, pricing, live ops, and events. I want to incorporate items like user acquisition, customer segmentation, and push notifications to improve engagement and retention. I’ll aim for a stepwise 90-day plan to implement these tactics. If there's a codebase available later, I could offer an audit. I’ll keep everything straightforward and clear, using bullets where needed.Structuring the response

I’m going to create a well-organized answer with clearly defined headings like "Quick Wins," "Monetization Strategy," "Ads," "IAP," and more. I want to include benchmark metrics, such as D1/7/30 retention and typical ARPDAU ranges by genre, along with relevant formulas for LTV and ARPDAU. It’s essential to keep bullet lists concise, so I'll aim for 4-6 bullets per section. Lastly, I’ll outline next steps for the user, such as auditing the existing game or setting up ad mediation. I'll also provide a clear 30/60/90 plan!Detailing revenue models and strategies
I should include revenue model selection based on genre and stage, like hypercasual being ad-first and midcore using IAP plus ads. For economy design, I want to mention sinks and sources, such as first purchase bonuses and limited-time events. I’ll highlight the integration of rewarded ads and tips for optimizing ad frequency and timing. It’s also essential to consider subscriptions and ensure they provide value without irritating users. I’ll set KPI targets for ad and IAP ARPDAU while aiming for reasonable retention rates. Overall, I want to be practical with my recommendations.Creating a structured checklist and quick wins
I’ll add an instrumentation checklist that includes events like session starts, level completions, and IAP success. For international pricing, I want to list price tiers and localized offers. In terms of ad mediation, it's important to set up bidding with platforms like Meta and Unity while following their policies. I'll propose some quick wins, such as adding rewarded ads for energy boosts and creating a starter pack. Keeping everything concise is key, so I'll aim for 4-6 bullets per section and make sure to gather specifics about the user's game as I write!

Got it. Here’s a focused, practical playbook to lift ARPDAU fast while protecting retention. If you share your game genre, KPIs, and current monetization setup, I can tailor this.
Quick Wins (ship in 1–2 weeks)
- Add rewarded ads to core friction: revive, double rewards, speed-ups, energy refills; target 4–8 opt‑ins/day/user
- Introduce a
2.99 time‑limited starter pack (10–15x value), plus a 0.99 seed pack; show after level 2 and on first store visit - Add a piggy bank (fills from play, break at
2.99– 4.99); show progress on results screen - Tune interstitials: never before level 2; only post‑success; 30–60s session cap; A/B 1st interstitial at session minute 2 vs 3
- Localize prices and bundles by country/tier; use charm pricing and a clear “best value” decoy pack
IAP And Offers

- First‑purchase bonus: +100% currency and a unique cosmetic; persistent banner until purchased
- Battle Pass (if sessioned/progression game): 14–28 days, free + paid tracks,
4.99– 9.99; 60–70% of value in mid/late track - VIP/No‑Ads sub:
4.99– 7.99/mo; include daily currency + small boost; keep rewarded ads available - Contextual paywalls: trigger on failure streaks, upgrade deficits, or after scarce resource use; show value vs. pain clearly
- Merchandising: anchor with a high‑price pack, highlight a mid‑tier “most popular”, and add a limited‑time tag on one pack
Ads Execution
- Rewarded first: place at highest‑impact loops (revive, end‑of‑level x2, chest reroll); keep cooldown UIs visible
- Interstitial discipline: cap to 3–5/session; never on app open; suppress near churn signals and during onboarding
- Mediation: move to in‑app bidding (MAX or ironSource) with AdMob, Meta, Unity, Mintegral; set floor eCPMs by geo
- Creative segmentation: show lower‑conflict ad genres; block high‑churn categories; A/B playable vs. video mix
- Offerwall (if suitable): limited to low‑value geos or late game; reward with non‑premium currency/boosters
Economy And Progression

- Create clear sinks: upgrades, time‑savers, cosmetics; ensure spend pressure without hard paywalls
- Calibrate earn/spend so average non‑payer can reach desired session length without stalling (avoid “grind walls”)
- Reward cadence: daily login streaks, weekly quests, and event goals that surface the store naturally
- Cosmetic track: add affordable skins/emotes; bundle cosmetics with small currency for perceived value
Analytics And Experimentation
- KPIs to watch: ARPDAU (IAP/Ads), payer rate, ad opt‑ins/user/day, D1/D7/D30 (aim ~30/10/3% casual), paywall views→purchases
- Instrument events: session_start, level_start/complete, fail, currency_earned/spent, store_view, paywall_view, iap_start/success, ad_impression/ad_reward (by format/placement), offer_shown/accept
- Stack suggestion: Firebase or GameAnalytics + RevenueCat (IAP/subs) + Adjust/Appsflyer (UA) + MAX/ironSource (ads)
- A/B via Remote Config: test interstitial timing, rewarded placements, starter pack pricing, and first‑purchase bonus value
- LTV loop: compute rolling LTV by cohort (IAP + ads) and compare to blended CPI/ROAS; gate UA scale by margin
Privacy And Platform
- iOS ATT: show a value‑prop pre‑prompt; optimize timing (after early win)
- SKAN: set conversion values for early value signals (retention at D2, ad opt‑ins, store visit, first purchase)
- Kids/COPPA: disable behavioral ads; keep safe networks only; adjust targeting and data collection accordingly
Targets And Guardrails
- Ad ARPDAU: +
0.03– 0.08 casual; IAP ARPDAU: +0.05– 0.15 depending on genre; total ARPDAU goal0.10– 0.25 - Rewarded completion rate: 60–80% when offered in high‑intent moments; interstitial churn delta <0.5 pp D1/D7
- Starter pack attach: 2–6%; first‑purchase conversion uplift 20–40% with 2x bonus and unique cosmetic
30/60/90 Plan

- 30 days: instrument analytics, add rewarded placements, starter pack + first‑purchase bonus, interstitial caps, baseline A/Bs
- 60 days: launch piggy bank, VIP/no‑ads sub, price localization, expand mediation bidders, run 2–3 economy tuning tests
- 90 days: ship battle pass or recurring events, refine UA targets on LTV, scale best‑performing offers, add seasonal content
What I need to tailor this
- Genre, core loop, top 3 screens
- Current KPIs (ARPDAU split, D1/D7/D30, payer rate, ads/user/day, regions)
- Monetization setup (IAP catalog, offers, ad mediation, SDKs)
- Any constraints (age rating, no‑ads markets, art bandwidth)
Want me to:
- Audit your build and event schema, then draft an A/B test plan;
- Redesign the store/offer catalog with price tiers and localized bundles; or
- Help implement MAX/ironSource mediation and a Remote Config test matrix?
