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Game design4 Aug 2026·4 min read

Retention over downloads: how we design a profitable game

A game that keeps a player for 30 days beats a million downloads that leave on day one.

Most games fail because monetisation was added at the end. At SWIX we design the revenue model together with the core mechanics from day one — what we call retention-first design.

Three numbers we watch

  • D1 / D7 / D30 retention: does the player come back?
  • ARPU: how much does the average player pay?
  • LTV: what is the long-term value of a player's relationship with the game?

Retention tools

A/B tests on almost every screen, seasonal LiveOps events that give a reason to return, and adaptive difficulty that keeps players in the ideal challenge zone.

Revenue models

Rewarded ads, in-app purchases, subscriptions, premium and sponsorships — we pick the mix that fits the genre and audience, in full compliance with local regulations and platform policies.

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