Player intelligence platform · Founding studio programme

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

audienceiq · player intelligence · guild of guardians

Players · last 30 days

46,577 churned

Selected segment

Dungeon no-win · 17,826 players

77.2% churn

$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 penetration

For 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.

Player quality, valued by behaviour, not declared demographics.
retention by acquisition channel
UA sourceD1D7D30
AppLovin
41.2%
19.8%
11.4%
Meta
38.6%
16.1%
8.9%
Google Ads
37.9%
14.7%
7.6%
Unity Ads
34.1%
9.2%
3.1%
Organic
44.8%
24.5%
16.2%

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.

player intelligence · guild of guardians

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.

milestone detail · first dungeon

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

ChurnedRetained

Timing

Churned p500d
Churned mean0.7d
Retained p500d

Segments at this stage (2)

Dungeon no-win
17,826 · 82%
World 1 early wall
4,021 · 18%

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.

segment detail · dungeon no-win

Dungeon no-win

17,826 players · funnel stage: first_dungeon_complete

77.2% churn

Behavioural signals

This segmentRetained players
Activity mix−56pp

Retained players engage 3.2× more with the quest system after their first dungeon. Quest penetration is the survival mechanism this segment never found.

Quest events / user12 vs 1,145
This seg.
Retained
Session depth4.14×

Identical 1.0 dungeon attempts. 4.14× more sign ins in retained. The barrier is engagement breadth, not dungeon difficulty.

Sign ins / user0.71 vs 2.94
This seg.
Retained
Active days / user1.2 vs 1.7
This seg.
Retained

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 plays · 3 segments

Growth pack

3 plays
Dungeon no-win

Daily quest reminder

↑ retention_d7

“Your daily quests are waiting. Log in to collect.” In-app + push.

Evidence ·Quest engagement gap: 167× lower than retained players
Whale stall · D14

Battlepass extension

↑ retention_d14

Personalised in-app + push offer extending battlepass by 7d. 80/20 control split.

Evidence ·Stalled at L14 power gate. Login frequency dropped −60%
FTUE bounce

Win-back: starter dungeon

↑ dungeon_start_rate

Deep link to the dungeon lobby with a starter guide overlay on next session.

Evidence ·0% dungeon start across 6,451 players; 8.49 avg sign ins

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.

Path 1 · SDK

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.

Path 2 · S2S

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

CountryUS, UK, AU
Level≥ 10
Spent (lifetime)≥ $20
Days since login≥ 7
Matched12,340 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 players

EvidenceLogin frequency dropped −60% · stalled at level 14 gate

Battlepass extension · in-app + push

+18.2% retention_d14

FTUE bounce

6,451 players

Evidence8.49 sign ins · 0 dungeon starts · quest system never found

Day-3 quest tutorial trigger

↑ quest_penetration_d7

Dungeon no-win

17,826 players

Evidence1.0 dungeon attempt · 4.14× sign in gap vs retained

Stamina boost prompt mid session

↑ d2_retention

Three 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

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.

Funnel drop-off77.2% churn
Register100%
FTUE complete73%
First Dungeon38%

Biggest drop · First Dungeon

↑ d2_retention

77% of churn lands at one stage

4.14× sign in gap with identical dungeon attempt rate.

Who

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.

Top segments to target3 actionable
Whale stall · D14
4,200 players
Battlepass extension↑ retention_d14
Dungeon no-win
17,826 players
Stamina boost prompt↑ d2_retention
FTUE bounce
6,451 players
Day-3 quest tutorial↑ quest_penetration_d7
Pick the play your team will ship. Every segment comes named and scored.
Why

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.

Cross-title win-back2,400 lapsed players

Lapsed

Title A

Active

Title B

+2

Best fit

Title C

+3

Best 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.

audienceiq · analytics · last 30 days

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 day

Player retention

Daily cohorts · last 30 days
CohortD1D3D7D14
2026-04-15
42.8%
31.4%
18.0%
12.6%
2026-04-16
42.4%
30.3%
18.0%
12.0%
2026-04-17
43.3%
28.9%
18.9%
12.2%

Frequently 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