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
Get tutorial finishers into a real battle in their first session.
Where players stop
share of installs · back next day
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.
- 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.
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.
- 1The first payoff is too far away. 2,851 people complete the first quest and never clear the first dungeon.
- 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.
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.

