Full review · Sample · 1.0.8 and 1.1.0 · Sep 1–21, 2026
Sample 1.0.8 and 1.1.0, Sep 1–20: full review
New players leave at the first purchase in the tutorial, and paid UA does not pay back at any bid
What changed since v001. The data window extends to Sep 21, the ROAS line in 3.3 was recounted. Everything else as before.
1Summary
New players of Sep 1–20 by the build of their first launch. Every number is made up: the example shows what each block looks like.
Key metrics by version
Metric
1.0.8
1.1.0
All players
Players in the sample
118
94
212
Players, estimate ×10
≈ 1,180
≈ 940
≈ 2,120
Retention D1
31.2%n = 109
35.1%n = 77
32.8%n = 186
Retention D3
12.4%n = 97
14.0%n = 57
13.0%n = 154
Retention D7
5.1%n = 79
—n = 0
5.1%n = 79
Active time per player, min
11.8median 5.3
12.6median 5.4
12.2median 5.3
Sessions per player
2.90median 2.0
3.10median 2.0
3.00median 2.0
Average session, min
4.1median 1.9
4.1median 2.0
4.1median 1.9
Interstitials per player
3.40
3.60
3.50
Rewarded per player
0.60
0.90
0.70
ARPU (ads), $
$0.0120
$0.0150
$0.0133
Ad revenue in the sample, $
$1.42
$1.41
$2.83
Ad revenue, estimate ×10, $
≈ $14.20
≈ $14.10
≈ $28.30
Cohort: devices whose first event is in Sep 1–20, 2026 (v_players); columns: version of the first event. D1/D3/D7: an event on day 1/3/7 after the first, over devices whose day is over (n under the value). Active time: gaps between events inside a session, each capped at 10 min; a session is an AppMetrica session_id. Ads: ad_revenue_events, revenue in USD as sent. A 10% device sample: 'estimate' rows = sample × 10; rates and per-player values stay as they are.
Short answers
What did 1.1.0 change
More players finish the first match, no more reach the second. 74% vs 62%, second match 45% vs 52% (2.3).
Where do we lose new players
At the first purchase in the tutorial and in the first 30 seconds of play. 21.2% and 11.3% leave (2.2).
Everything about the game except money: installs and retention, drop-off, the first matches, what players do before they leave.
2.1 New players and D1 by day
OrganicPaidUnattributed
From Sep 15 organic drops about 2.5×, paid starts on Sep 17. Hover a bar for the split.
Build 1.0.8Build 1.1.0
line: two series with a gap (None), markers, the value at the end of the line, a band and a vertical mark.
Preliminary. The last seven days are still arriving: D1 for Sep 19–20 can grow. A .note sits next to the number it qualifies.
2.2 Drop-off by steps and by time
Step
Reached
Lost
Lost, % of previous
Reached, % of cohort
Reached, estimate
Step time, s: median · p90 · max
Cohort: first event
212
—
—
100.0%
≈ 2,120
—
Loading: SDK
207
5
2.4%
97.6%
≈ 2,070
0.4 · 1.1 · 38.0
Loading: ads
188
19
9.2%
88.7%
≈ 1,880
7.8 · 24.0 · 3,899
First scene
184
4
2.1%
86.8%
≈ 1,840
10.7 · 31.0 · 1,357
Tutorial: first step
179
5
2.7%
84.4%
≈ 1,790
—
Tutorial: first purchase
141
38
21.2%
66.5%
≈ 1,410
—
Active time, m:ss
Reached
Lost
Lost, % of previous
Reached, % of cohort
Reached, estimate
Cohort: first event
212
—
—
100.0%
≈ 2,120
0:30
188
24
11.3%
88.7%
≈ 1,880
1:00
171
17
9.0%
80.7%
≈ 1,710
1:30
160
11
6.4%
75.5%
≈ 1,600
2:00
151
9
5.6%
71.2%
≈ 1,510
2:30
142
9
6.0%
67.0%
≈ 1,420
3:00
136
6
4.2%
64.2%
≈ 1,360
3:30
129
7
5.1%
60.8%
≈ 1,290
4:00
125
4
3.1%
59.0%
≈ 1,250
4:30
119
6
4.8%
56.1%
≈ 1,190
5:00
110
9
7.6%
51.9%
≈ 1,100
5:30
106
4
3.6%
50.0%
≈ 1,060
6:00
101
5
4.7%
47.6%
≈ 1,010
6:30
98
3
3.0%
46.2%
≈ 980
7:00
95
3
3.1%
44.8%
≈ 950
7:30
91
4
4.2%
42.9%
≈ 910
8:00
88
3
3.3%
41.5%
≈ 880
8:30
85
3
3.4%
40.1%
≈ 850
9:00
83
2
2.4%
39.2%
≈ 830
9:30
80
3
3.6%
37.7%
≈ 800
10:00
78
2
2.5%
36.8%
≈ 780
Cohort: 212 devices whose first event is in Sep 1–20, 2026 (v_players). A step counts when the device reached it or a later one. Active time: gaps between events inside a session, each capped at 10 min; every session of the device. A 10% device sample: 'estimate' rows = sample × 10; rates and per-player values stay as they are.
Most players leave in the first 30 seconds of active time; after that the loss is steady, 3–6% per interval.
Interpretation. The first purchase in the tutorial needs money a new player does not have yet: 21.2% never get past it. This is a reading of the numbers, not a fact — H1 tests it.
2.3 The first matches
Hero purchase · N in session
Devices
% of cohort
Median, m:ss
Mean, m:ss
1
180
84.9%
0:42
2:20
2
130
61.3%
2:25
4:42
3
95
44.8%
4:22
8:09
4
70
33.0%
6:04
11:24
5
51
24.1%
8:00
15:08
Theft · N in session
Devices
% of cohort
Median, m:ss
Mean, m:ss
1
150
70.8%
1:33
3:50
2
112
52.8%
3:31
6:51
3
83
39.2%
5:17
10:45
4
58
27.4%
6:50
16:23
5
41
19.3%
8:09
18:41
Cohort: 212 devices whose first event is in Sep 1–20, 2026 (v_players). The Nth action is the Nth time within one session; time is since the session's first event (wall clock, includes backgrounded time). A 10% device sample: device counts are the sample (× 10 for an estimate); shares stand as they are.
Build 1.0.8 (neutral .s-old)Build 1.1.0
grouped_bars: values above the bars when they fit. The distributions nearly match.
New players
1.0.8
1.1.0
Difference
Players
118
94
−24
Finished the first match
62%
74%
+12 pp
Started a second match
52%
45%
−7 pp
Playtime, median
5.3 min
5.4 min
+0.1
Sessions in total
342
291
−51
.tnote under a table: cohorts, window, filters. td.n numbers, td.ok / td.bad a verdict, tr.total a total.
Interpretation. 1.1.0 moved the loss from the first match to the step to the second one. 7 pp on 94 players is a direction, not a proven effect.
2.4 Leaving after negative events
Event
Devices with it
Backgrounded within 20 s
Back within 20 s
Nothing else within 20 s
Never came back
Hero stolen
120
46.7%56 devices
53.6%30 devices
20.8%25 devices
5.0%6 devices
Got hit
150
40.7%61 devices
55.7%34 devices
14.7%22 devices
1.3%2 devices
Interstitial started
131
64.9%85 devices
50.6%43 devices
22.9%30 devices
0.8%1 devices
Hero purchase (neutral)
180
22.8%41 devices
73.2%30 devices
0.0%0 devices
0.0%0 devices
Cohort: 212 devices whose first event is in Sep 1–20, 2026 (v_players). Shares are of devices that had the event at least once; backgrounded = a pause event (app_pause) within 20 s, back = of those backgrounded; nothing else = no other event within 20 s; never came back = no event at all after it. A 10% device sample: device counts are the sample (× 10 for an estimate); shares stand as they are.
Interpretation. After a theft 46.7% background the game — twice as often as after a neutral purchase (22.8%).
Every fourth player who left backgrounded the game within 20 seconds of a theft.
3Revenue metrics
Ads by format, placement and network; revenue concentration; paid acquisition.
3.1 Ads by placement
Placement
Impressions in the sample
Impressions, estimate
Per player
eCPM, $
Interstitial after a match
612
≈ 6,120
2.9
3.10
Rewarded: double the reward
118
≈ 1,180
0.6
6.40
Rewarded: second chance
31
≈ 310
0.1
5.90
Total
761
≈ 7,610
3.6
3.72
≈ an estimate from a 10% device sample (× 10), italic .est. Shares and per-player values stand as they are.
Network ANetwork BNetwork CNetwork DNetwork ENetwork F
Six categorical colours in order. There is never a seventh series: the rest folds into "other".
3.2 Revenue sits with a few players
Top fiveEveryone else
Five players pull the mean up; the median is several times lower.
3.3 Paid acquisition
Break-even revenue per player (example):
cost $0.40, ROAS 100% → need $0.40 per player (now $0.13, ×3.1)
cost $0.40, ROAS 50% → need $0.20 (×1.5)
In profit (.s-good)At a loss (.s-bad)
bar with negative values: a bar grows down from zero, only the data end is rounded.
Console → Reports → By day: spend and installs for the report window.
Store → Listing statistics: visitors and listing conversion by day.
Method
Report v002 "Sample 1.0.8 and 1.1.0, Sep 1–20: full review", built 2026-09-23. Data window Sep 1–21, 2026.
Sources: made-up data, placeholder screenshots. Question: Full review of Sep 1–20: what 1.1.0 changed, where new players leave, whether paid UA pays back