Blog
Stories from the field
Notes from the team — what we learn building AI monetization for Unity and Unreal studios.
Aug 14, 2026 · 4 min read
Players who browse without buying still matter a lot
A store visit that ends in nothing is filed as a failure. Those visits are the largest source of information about what your catalog is missing.
Aug 12, 2026 · 4 min read
Earned versus spent across your players' whole tenure
The ratio of what players earn to what they spend is a single number. Plotted against how long they have played, it becomes a map of your economy.
Aug 10, 2026 · 4 min read
Cross-title player value across a studio portfolio
A player who leaves one of your games for another has not churned. Most measurement treats them as a loss, which makes portfolio decisions worse.
Aug 9, 2026 · 4 min read
Your top-spender group shrinks before revenue does
When a game starts declining, revenue holds up for a while because the remaining big spenders spend more. The count moves first and nobody watches it.
Aug 5, 2026 · 4 min read
Control groups without giving up the revenue they cost
Holding players back from a change is the only way to know it worked. The objection is that it costs money, and that objection is mostly answerable.
Aug 4, 2026 · 4 min read
Testing changes when your player base is still small
Standard testing advice assumes traffic you may not have. With a few thousand players, most differences you can detect are not the ones worth acting on.
Aug 2, 2026 · 4 min read
Store visit frequency is an intent signal you ignore
A player who opens the shop four times without buying is not failing to convert. They are telling you they want something you are not selling.
Aug 1, 2026 · 4 min read
The second session predicts what the first one cannot
First-session analysis dominates onboarding work. The second session is where a player decides the game is a thing they do, and it behaves very differently.
Aug 1, 2026 · 4 min read
Genre benchmarks are a starting point, not a target
Chasing a published benchmark optimises your game toward the average of games you did not make. Useful as a sanity check, dangerous as a goal.
Jul 30, 2026 · 5 min read
Economy telemetry worth instrumenting before you need it
Most economy questions are unanswerable after the fact because the data was never recorded. A short list of events, added early, covers nearly all of them.
Jul 30, 2026 · 4 min read
Cohort tenure versus calendar time in live-ops reporting
Comparing this month to last month measures your acquisition mix as much as your game. Comparing week-three players to week-three players measures the game.
Jul 29, 2026 · 4 min read
Offer decline rates are a design signal worth reading
A declined offer is usually filed as a miss. It is also the clearest statement a player makes about what they do not want, and it is free to collect.