Early access, now open

Lift your D0. Every week.

AudienceIQ reads your events, finds the point where players quit, and gives your team one experiment a week to fix it. If D0 doesn’t go up, your money back.

$199/month in early access (regular rate $1,199) · built by Immutable

#1 this weekTutorial finishers segmentLands Monday

Get tutorial finishers into a real battle in their first session.

Where players stop

share of installs · back next day

Launched, never started the tutorial10.8%
Started, never finished a tutorial battle7.4%
Finished a tutorial battle, never fought a real one11.8%
Fought a real battle15 to 40%

Half of everyone who opens the game finishes a tutorial battle and never starts a real one. Next-day return steps up at the first real battle, not anywhere inside the tutorial.

Ruled out:a renamed battle eventan arena dead endrhythm skill
players stop here
11,527
of everyone who opened
49.9%
come back next day
11.8%

refreshed today, 06:00

sample run · game relabelled · figures from a real analysis

Step 1 of 3

Start with where players stop. Every game has one stage that loses most of them.

We take the events you already send and lay out the stages of your game: how many players reached each one, how many stopped there, how many came back the next day. This is a real run on a partner’s RPG. 2,851 of 4,953 players finished the first quest and never cleared a dungeon.

It works on your game’s own event names, so the stages are yours. There’s nothing to set up.

where players stopRPG, relabelled

The largest drop is people who finish the tutorial and never clear the first dungeon.

Each bar is the people who reached that stage. The red tail is the people who stopped there. Stopped-here adds to 4,953.

Stage04,953Back D1
Opened the app3.0%13 of 427
Started the tutorial2.8%6 of 214
Finished the tutorial2.5%9 of 363
Completed the first quest4.7%122 of 2,604
Cleared the first dungeon21.5%179 of 832
Started a second dungeon52.0%51 of 98
went onstopped herestill going when the window closed
  1. 1The first payoff is too far away. 2,851 people complete the first quest and never clear the first dungeon.
  2. 2Almost no free route into the second dungeon. 912 people clear the first dungeon and never start a second.

Step 2 of 3

Then test the explanations. The data rules most of them out.

For each drop we list the likely causes and check every one against your events. In this run it was not the buying: the drop is the same from every source and campaign, which we can see because your attribution data is joined to play. The fight was not too hard: players cleared it in about two tries. The paywall was not pushing anyone out: return was the same with or without it. Three of four explanations fell over. The one left standing is the one we act on.

Every verdict shows the check behind it. A dashboard on its own cannot run the acquisition one.

Step 3 of 3

Then get ranked experiments each week. Ship the top one.

Each Monday you get a short list, one experiment per segment, ordered by the D0 it should move. They’re drawn from what has worked in games like yours. Run the top one, and the next week you see what it did.

Your growth team runs it in the CRM or push tool they already use. Your design team gets the mechanic behind the drop.

What comes back. Every week, for every player.

The ranked experiments are the headline. Under them sit three things your team can pull straight into the CRM and push tools you already use. Your raw events stay in your own tenant.

Churn risk

Who is about to leave, at which stage, and what gave it away.

per player · refreshed daily

Spend propensity

Who is likely to pay before they do, so offers reach the players who will take them.

score 0 to 1 · per player

Engagement signals

Session depth and the habits that separate players who stay from players who drift.

retained vs segment deltas

Implement one experiment a week and your D0 goes up. Or your money back.

$199/month in early access (regular rate $1,199)

People at Immutable check every experiment before it reaches you.

Two ways in. Your own tools on the way out.

Install the read-only SDK, or send events from your backend. We never touch the live game. Segments go back out to the CRM and push tools you already use.

Install the read-only SDK

Drop it on any title and events start flowing. Nothing to configure.

read-only SDK · any engine

Point your backend at our endpoint

Already sending events server-side? Point them at our endpoint. Nothing new ships in your binary.

server to server · REST

Works with every MMP

Add AudienceIQ as a postback destination and install data flows in, so each experiment can say which channels bring players who stay.

  • Singular
  • Kochava

Frequently asked questions

Get early access. $199/month (regular rate $1,199).

We’re opening to a small group of studios first. If your game is live or in soft launch, monetising, and you run your own UA, get in now. The integration is read-only, and you can switch it off any time.

Card at signature, nothing charged for fifteen days. We reply within 48 hours.