Understand why players stop. In their first seven days.
Know which UA sources bring players who stay, where they drop off in their first week, and exactly why, without needing a data scientist. SDK or S2S. Your player data stays with you.
In pilot with early studios · built by Immutable
Players · last 30 days
46,577 churned
Selected segment
Dungeon no-win · 17,826 players
$24.6K revenue at risk · 520 payers exposed
Activity mix · evidence
Retained players engage 3.2× more with the quest system after their first dungeon attempt.
−56pp quest penetrationFor growth · re-engagement play
“Daily quests are waiting. Log in to collect.”
↑ retention_d7
Selected segment
Dungeon no-win · 17,826 players
$24.6K revenue at risk · 520 payers exposed
Activity mix · evidence
Retained players engage 3.2× more with the quest system after their first dungeon attempt.
−56pp quest penetrationFor growth · re-engagement play
“Daily quests are waiting. Log in to collect.”
↑ retention_d7
What this moves
D7 / D30 retention
Know which cohorts are slipping before D7. Act on the segment, not the average.
ARPDAU
Stop sending the same offer to everyone. Find the segment that buys.
LTV per player
Some acquisition channels bring players who stay. Now you can see which ones.
The problem
Every player who leaves is revenue walking out the door.
Attribution tells you where players came from. Analytics tells you what just happened. Your CRM can message everyone, but it can’t tell you which players are worth saving, which stage they dropped at, or what the behavioural pattern means. The play that lifts retention and grows LTV still comes down to guesswork. And it’s your budget on the line.
UA source quality
Which UA sources are actually working?
See D1, D7, and D30 retention broken down by acquisition channel. Stop optimising toward installs. Start optimising toward players who stay.
The ad network won’t tell you who it’s really sending you. AudienceIQ values every player by how they behave in your game, then ties that behaviour back to the source that acquired them, so you know exactly where to cap spend and where to lean in.
What this tells you
Unity Ads delivers installs at a similar D1, then collapses by D7. You’re paying for players who never stay.
One player, many games
For studios with multiple titles, overlap is a growth lever.
AudienceIQ identifies your lapsed players from one title who are prime candidates for another, turning portfolio overlap into a way to grow LTV across the whole studio, not a cannibalisation risk. New games launch with signal from players you already have.
Game A → Game B
Turn lapsed players into your next title's best prospects.
AudienceIQ identifies your lapsed players from Game A who are prime candidates for Game B, matched on behaviour, and surfaces the message most likely to bring them back. Portfolio overlap becomes a growth lever, not a cannibalisation risk.
Portfolio segments
Your highest-value players, ranked across every game.
See your top spenders ranked across all your titles, not just one. Segments at the portfolio level let you route each player to the game they're most likely to keep paying in.
Cross-title signal
New games launch with signal from your existing players.
Your soft launch doesn't start cold. Lapsed players from your other titles already carry behaviour signal, so AudienceIQ can name the segments worth targeting from day one of your new game.
How it works
Same product, every game. Shaped by your data.
Every view below is generated from your game’s event taxonomy automatically. No funnel building, no segment scripting, no game specific config. Drop the SDK on any title and the behavioural micro segments surface in days.
01 · Map the churn flow
Every churn pattern in your data, named and sized.
AudienceIQ scans your player events end to end and surfaces the behavioural segments that actually exist, not the ones you typed into a filter. You see each named segment, how many players it holds, and how much revenue it represents, in one Sankey view.
Shown: a real churn run on Guild of Guardians. 46,577 churned players resolved into 4 named segments.
Players · last 30 days
46,577 churned
$47.5K total revenue at risk
02 · Your first week
Your first week is where you win or lose.
AudienceIQ identifies exactly where players drop off in their first 7 days, which cohorts are at risk, and what’s driving the pattern, so you can act before the damage compounds. Completion rate, time-to-reach for churned vs retained players, and the cohorts whose journey ended at each stage. Milestones are inferred from your event taxonomy, not hardcoded.
Same surface for any game. Adventure dungeons, arena starts, gacha pulls, world 1 walls. The product doesn’t know your taxonomy until it reads it.
First Dungeon
46,539 players reached
78%
completion
About
Player completes their first full Adventure dungeon. Median time to first within the same hour as registration. FTUE pushes players through quickly.
Days to reach
Timing
Segments at this stage (2)
03 · Open any segment
See exactly why they’re leaving.
Click any segment to see its behavioural contrast. What retained players did differently, with SQL-verified deltas pulled from your own events. No churn score to interpret. Just the pattern, in plain English, grounded in what your players actually did.
Every dimension comes with the retained vs segment numbers attached, so nothing is taken on faith.
Dungeon no-win
17,826 players · funnel stage: first_dungeon_complete
Behavioural signals
Retained players engage 3.2× more with the quest system after their first dungeon. Quest penetration is the survival mechanism this segment never found.
Identical 1.0 dungeon attempts. 4.14× more sign ins in retained. The barrier is engagement breadth, not dungeon difficulty.
04 · Get the play attached
Every segment ships with a play to run.
Every named segment comes with a re-engagement play for your growth team and the metric it’s expected to move, all grounded in the same behavioural evidence. One analysis, a prioritised shortlist of experiments to run.
Your team takes the segment and the play and runs it through the messaging or live ops tools they already use.
Growth pack
3 playsDaily quest reminder
↑ retention_d7“Your daily quests are waiting. Log in to collect.” In-app + push.
Battlepass extension
↑ retention_d14Personalised in-app + push offer extending battlepass by 7d. 80/20 control split.
Win-back: starter dungeon
↑ dungeon_start_rateDeep link to the dungeon lobby with a starter guide overlay on next session.
How data gets in
Two ways in. Whichever fits your stack.
Getting data into AudienceIQ takes one decision, not a project. Install the SDK, or feed us from the backend you already run. Both are read-only, and both keep you out of any new production code path.
Install the read-only SDK
The fastest path for most studios. Drop the lightweight SDK on any title and your player events start flowing. No funnel building, no game specific config. Best fit for indie and greenfield teams.
Point your backend at our endpoint
Already multiplexing events server-side? Send them straight to our ingest endpoint over server to server REST. Nothing new touches your game binary, which is the right path for teams that won't ship another client SDK.
MMP support is coming
We’re building AudienceIQ to receive postbacks from the MMPs your UA team already runs. You add us as a postback destination in your own MMP dashboard, and we tie in-game behaviour back to the source that acquired each player. That’s what unblinds your UA. It’s on the near term roadmap, not live today, and we’ll be straight with you about timing.
- AppsFlyer
- Singular
- Adjust
How we’re different
Stop guessing which segment to save. The data already named them.
Every analytics tool gives you filters and waits for you to invent the right segment. AudienceIQ runs the analysis end to end. It names each segment by behaviour, grounds the pattern in evidence, and ships every one with a re-engagement play and the metric it’s expected to move.
Static segmentation · everywhere else
You build the filter. Then you guess.
Filter players
Now what? Same offer to all 12,340. Same message. Same blast. The filter never told you why they’re leaving.
Behavioural segmentation · AudienceIQ
The data names the segment. We tell you what to do.
Whale stall · D14
4,200 playersEvidenceLogin frequency dropped −60% · stalled at level 14 gate
Battlepass extension · in-app + push
+18.2% retention_d14FTUE bounce
6,451 playersEvidence8.49 sign ins · 0 dungeon starts · quest system never found
Day-3 quest tutorial trigger
↑ quest_penetration_d7Dungeon no-win
17,826 playersEvidence1.0 dungeon attempt · 4.14× sign in gap vs retained
Stamina boost prompt mid session
↑ d2_retentionThree plays. Three named segments. Each one comes scored, with the metric it’s expected to move, so your growth team knows exactly what to run next.
Where, who, and why, in one analysis
Same player data, three layers. Where in the game players drop off, which cohorts are most at risk, and (the part nobody else gives you) exactly why retained players behaved differently.
Where in the game, and when in the session, players drop off
Milestone analysis maps every funnel stage your players stall at, inferred from your own event taxonomy. You see where in the game and when in the session each drop happens, with completion rates and timing for churned vs retained players side by side.
Biggest drop · First Dungeon
↑ d2_retention77% of churn lands at one stage
4.14× sign in gap with identical dungeon attempt rate.
Which player types are most at risk
Cohort segmentation names the player types affected at each stage, sized by player count and revenue exposure. You see which cohorts are slipping and how much they're worth, so your growth team can prioritise the segments that move the number.
What separates churned players from the ones who stay
Behavioural contrast is the anchor. AudienceIQ surfaces exactly what retained players did differently, with SQL-verified deltas pulled from your own events. No churn score to interpret, just the pattern, in plain English, grounded in what your players actually did.
Lapsed
Title A
Active
Title B
+2Best fit
Title C
+3Best fit routing
Each lapsed player matched to the title they’re most likely to engage with next.
Plus the basics
All the standard analytics, built in.
AudienceIQ ships with the metrics every studio expects. DAU, sessions, retention cohorts, funnels, top events. Same SDK. One place. Your team won’t need a second tool for the basics.
Daily acquisition cohorts, average session length, top event breakdowns, new vs returning splits. Everything you’d open a dashboard for on a Monday morning, without leaving AudienceIQ.
DAU
4.82k
+12.4% vs yesterday
New users
312
+8.7% vs yesterday
Sessions
9.14k
+15.2% vs yesterday
Avg session
14m 7s
-3.1% vs yesterday
Daily active users
Distinct users per dayPlayer retention
Daily cohorts · last 30 daysFrequently asked questions
Founding studio programme
Apply for a design partner spot.
We’re working with a small group of founding studios to shape the product. If you’re actively managing player retention and want to see your own data in AudienceIQ, apply for a design partner spot. Read-only, reversible, no risk to your game.
We read every application · we come back inside 48 hours