Emhance lifts D1 retention by 3 to 7 percentage points in a typical engagement. Plug in your numbers below and see what that is worth, every year, from one fix in one sprint.
See your number →Defaults are SMB-scale for casual mobile. The math is conservative: power-law retention model fit to your D1 input, 365-day LTV horizon, no compounding from improved UA economics. Defensible in a board meeting.
Sets industry benchmarks for D1, D30, and ARPDAU. The pills below show the four tiers for your genre.
Total new players per month, all UA sources combined. Typical SMB volume.
Bands are directional industry benchmarks. Click a band to set the input, or type your own number.
Genre median. IAP + ads combined. Replace with your number if you have it.
$540,000
18×return on your €5,520 Starter Pack in year one.
That's how much more your game is leaving on the table, every year, because your D1 hasn't been diagnosed. Fix one friction point. We find one in every diagnostic we have ever run.
Power-law retention model R(t) = a·t^b fitted to your D1 input, with D30 anchored to your selected genre's industry median (the curve shape scales if you override D1). 365-day LTV horizon, standard for casual mobile games. Annualised uplift = monthly installs × LTV delta × 12, steady state. We hold ARPDAU and installs flat across both scenarios.
Findings below are from individual Emhance studies. They identify mechanisms worth testing in your game, not guarantees. Every study reports its own n and scope.
Real games. Real revenue baselines. One diagnostic each, shipped in one sprint, validated in the next A/B test. Same logic the calculator above runs, applied to their actual numbers.
$80,040
a year, from one diagnostic, one sprint to ship
The D1 problem. Players reached Level 3 and quit. Three internal hypotheses, no way to choose. What the diagnostic found. A 45-second boredom window inside the tutorial. Players were tuning out before they hit Level 3. The fix. Two tutorial levels redesigned, shipped in the next sprint. +14.5% LTV verified in market, applied across Peaksel's full hybrid monetization stack.
"We need to redesign the tutorial to include one step that shows hidden items they struggle to locate. We don't change the initial tutorial, we just add it."
Marko Petković, CEO, Peaksel
Combined baseline: $32k verified monthly IAP plus a conservative ad-revenue estimate based on small-studio casual-puzzle benchmarks. The +14.5% LTV uplift is verified. Peaksel runs hybrid monetization across IAP, ads, and live-ops, so the realised unlock is likely higher.
~$28,800
a year, from one diagnostic, A/B validated
The D1 problem. Early dropouts the team could not explain. Players engaged in early levels, then quit. What the diagnostic found. Carryover ad frustration. Ads at the start of every level after Level 4 were bleeding into gameplay. The fix. Move the ads to end-of-level, reduce early-progression frequency. Validated in A/B. 8% ad revenue lift, 3pp D1 lift.
"We conducted this test to understand especially the early dropouts of the game and to try to improve that."
Edgar Pereira, Marketing Manager, App Generation
Conservative estimate. Modelled against a ~$30k/month ad revenue baseline using small-studio triple-match benchmarks. The +8% uplift is verified in A/B; the baseline is the conservative end of the range. Actual savings are likely higher.
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