Cohort: Game Studio Tycoon

Run a free-to-play mobile game. Watch what it does to you.

You operate one game and see every player in it as a line item. Most are worth nothing. A handful are worth everything. The dashboard asks you, politely and continuously, to design around that handful.

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What you operate

An analytics dashboard, not a cartoon studio.

You never see a mascot or a map. You see the interface you already stare at every day: eight monetization levers, a user-acquisition budget, and a monthly release cycle. Nudge a lever, ship the build, and read what moved. Every setting pulls revenue one way and retention, rating, or goodwill the other.

Paywall tightnessAggressive
Ad loadElevated
Rewarded frequencyModerate
Gacha oddsLegendary 0.9%
Streak pressureHigh
Push cadenceDaily
Offer targetingWhale-weighted
Acquisition spend$1.2K / mo
Aggregates are the comedy. Individuals are the horror.

Drill from a revenue chart into a single row.

The chart goes up and to the right. Then you tap it, and the aggregate resolves into people. A row like the flagged one below is where the game stops being funny.

AccountSessions · 30dPeak hourLTV
player_102334219:00$0.00
player_7404121921:00$35.01
account_88213003:00$4,180
Flagged accountTop LTV
$4,180
One account. More lifetime value than the other 2,900 active players combined, and it has not opened the app in thirty days. Its sessions used to peak at 03:00.

Simulated accounts from inside the game. No real player data is used.

The argument

Predatory monetization is a business mistake before it is a moral one.

Cohort is not a lecture about whether monetization is evil. It is a working model of the economics, and it lets the economics make the point. Squeeze the levers and the short-term revenue line rises; keep squeezing and retention, store rating, and lifetime value quietly come apart, and the exit valuation puts a number on the damage.

Only 4.6% of newly launched subscription apps reach $10,000 in monthly revenue within two years. The default outcome of a run should feel like that, because it is drawn from the same published figures your real dashboard is measured against.

Read the benchmark writeup, every industry figure in the model with its source, published free.

The Network

Put your app on the in-fiction ad slots.

Cohort runs ads inside its simulated game. Other developers can submit a real app to appear in those slots, in fiction, as one of the products the player's own audience gets sold to. It costs nothing.

Submit an app to The Network