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Why your game's soft launch isn't working?
Matej Lančarič / 5.3.2019
Content
Pre-soft launch activities
UA channels
Soft launch process
Creatives
Experiment
ASO
Takeaways
Market research
Marketing
USP
Target Audience
Competition Game Genre
Monetisation strategy
Theme Testing / CTR tests
Trainstation 2
Soft launch
Lowering
the risk of failure
Understanding
our game performance
Understanding
our audience Collect feedback
Optimize FTUE A/B test tutorials
Test marketing
channels
Test creative assets
LTV>CPI Kill the game if necessary
UA channels
STAGES OF SOFT LAUNCH
STAGE 1 - Technical test
Goal: Technical test of the game
- Test game stability
- Check the whole data tracking set-up
- Identify & fix critical issues/bugs

About the stage:
- Small amount of players
- Test infrastructure and tools – data tracking,
attribution
- Test if the game is working – technically (servers)
- Find and fix critical bugs

Market
- Tier4
User Acquisition channel:
- Facebook Ads

User volume:
- Data tracking testing - 50-100 new
users/day
Duration:
1-2 weeks (max 3 weeks)
STAGE 2 - Retention
Goal:
Measure retention KPIs
Achieve D1 retention >= 50%
Achieve D7 retention >= 20%
Identify issues in the game

About this stage:
Relevant user volume at respective cost
Optimizing product funnels and balancing
We should see improved retention early in this stage

Markets:
- Tier2
UA channel: Facebook Ads
Duration: 1-3 months
To do:
Add iOS build
Add new markets, if volume is needed

Measuring:
Tutorial completion rate
Retention (D1, D7, D28)

Onboarding flow
FTUE
What we need:
A/B testing - 4000 players per version
D1 retention: 1000 new players
D7 retention: 2000 new players
D28 retention: 4000 new players
Budget: $5 000 - 20 000
STAGE 3 - Monetisation
Goal:
LTV > CPI
About this stage:
- Measure and improve monetization metrics
- ROAS oriented campaigns

Markets:
- Tier1
UA channels:
- Facebook Ads & Google UAC
- Video ad networks
Duration: 1-3 months
Measure:
- Monetisation KPIs
- Conversion rate to payment
- LTV/ROAS
- ARPU/ARPPU/ARPDAU

What we need:
400 paying users = ± 20 000 Tier1 users

Requirements:
- Live Operations
- In-game events/offers

Budget:
$20 000/month
COUNTRIES
English speaking
Device penetration
Payment behaviour
DARTS CLUB SL COUNTRIES
MY FAVOURITE GEO’s
Philippines
Czech Republic
Poland
Denmark
Slovakia Netherlands
United Kingdom
COUNTRIES
ASO
Keywords research Screenshots
Feature graphicIcons
Soft launch conversion
Tanks a Lot! 17,4% 20,6%
Beginning End
Seaport 18,9% 26,9%
DIFFERENCE?
But how?
But how?
Game Analytics
Game Analytics
GA TEAM
UA TEAM
GAME TEAM
cooperation with
Facebook
best quality
Experienced
team
Targeting
Facebook Rep
UA channels
Creative testing
The art of killing a game!
Soft launch length
Data driven decisions
CPI ? LTV
Retention &
Monetisation KPI’s
Kill the game, save your company
Smart!
Define soft launch owner
Setup & test integration of
desired tools
DONT’S
Emotion / Assumptions
driven decisions
DO’S
Start soft launch
without having a plan
Expect organic growth of
your player base
Skip testing & optimising
marketing
Set Goals & KPI’s
Define the kill factor
Let’s create a SL “plan”
LET’S DO IT TOGETHER
STAGE 1
GOAL?
COUNTRIES?
MEASURING?
STAGE 2
GOAL?
COUNTRIES?
MEASURING?
STAGE 3
GOAL?
COUNTRIES?
MEASURING?
TAKEAWAYS
UA channels
Soft launch is key for
success
Kill the game, save your
company
ASO Creatives
Thank you!
linkedin.com/in/matejlancaric matej.lancaric@boombit.com

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