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Mobile Game Revenue Simulator
▮▮▮ Mobile Game Revenue Simulator · for Windows

Model your mobile game's players and revenue before you spend on UA.

A Windows desktop simulator for retention, free and paid installs, reinvestment and multi-game portfolios. You set the assumptions; it shows what they add up to, and how far that could move.

Windows 10 or 11 · Works offline · Editable files included

Three games on one shared timeline
Three games on one shared timeline
Paid installs rarely pay for themselves in the first month.
Whether they ever do depends on retention, revenue per user, what the network and store keep, how much a big wave of installs costs, and how much of your earnings you put back in.
That's a lot of moving parts for a spreadsheet, and more so with several games.

Real Example Output

One run of the current app, shown exactly as it came out: with the starting values, with every realism setting off, and through the range analysis.

Result after 180 daysStarting valuesEvery realism setting off
Net revenue$55,574$113,865
Paid UA spend$46,862$77,689
Dev and running costs$750$0
Net profit before tax$7,961$36,176
Breakeven dayDay 58Day 19
Daily active users on day 1804,38910,687

Settings: Three copies of a game launching on day 0, day 30 and day 60, with the app's starting values, no cross-promo, 180 days, in US dollars. Each game starts with 2,500 free installs and a $3,000 paid launch wave (Tier 1 market, $1.20 CPI), reinvests 100% of net revenue for 3 months and then 60%, and earns $0.085 per user per day before the realism settings.

The same run, with the range analysis

Retention ±15%, revenue per user ±25%, CPI ±25%, free installs ±40%, one shared swing for all games, 200 seeded runs.

After 180 daysLow (1 run in 10 below)MiddleHigh (1 run in 10 above)
Net revenue$34,866$54,072$86,631
Net profit before tax$441$7,550$20,016
Daily active users on day 1802,8834,2146,954
Breakeven day (runs that break even)Day 21Day 58Day 173

Profitable in 92% of the 200 runs; broke even within the window in 92%.

Example output under the app's starting values, which are rough estimates. Not a forecast. The right-hand column of the first table shows the same three games with every realism setting switched off. The range table shows how far the answer moves when four inputs are uncertain by the stated amounts; the percentages describe those runs, not the real world.

Cumulative net revenue against costs, same run
Cumulative net revenue against costs, same run
Profit range across the 200 runs
Profit range across the 200 runs

In this example the starting values cut net profit by about 78%, and the range runs from roughly break-even to more than double. The tool is only as good as your inputs.

See It Work

▶
Demo video

How It Works

Set your assumptions

Installs, budget, markets, revenue per user, retention and costs.

Watch it update

The charts and tables update as you move the sliders.

Test how fragile it is

Duplicate a game tab to compare cases, then run the range analysis to see how far the answer moves.

The full model, step by step →
A calculator for your assumptions, not a crystal ball.

The arithmetic is exact and you can check it by hand. The result is only as good as the retention, revenue and CPI numbers you put in, and the starting values are rough estimates. Read the full limits →

Open the files.

Change markets, defaults, currencies and seasonality in a plain text file, or edit the model itself, for your own use. Source included. Customize and extend →

Who It's For

Indie developers and small studios running mobile games funded by ads, purchases or both
Developers deciding how much revenue to put back into paid UA
Developers planning several staggered launches who want one combined view
Buyers who want to open the files and change the model for their own use

NOT FOR

A forecast to bank onIt turns your assumptions into numbers and shows how far they could move. It doesn't predict.
Purchase-funnel economiesPurchases are an average per daily user, not conversion rates, first-purchase timing or whale spend.
Mac, Linux, iOS or AndroidThis release is Windows only.
Consultants and agenciesEach business needs its own license, so it can't be run for clients.

One Price, Once

Mobile Game Revenue Simulator

$14.99
one time · Gumroad · Windows

The portable app, the editable settings, look and model files, an editing guide, the license, and the full source project. Single business, internal use.

What the license allows.

One business, for its own internal use. Edit the files for your own use inside your own business. You may not sell, share or publish the app or your modified version, build a competing product from it, run it for clients or other businesses, or use it to train AI models. Read the license

Before you buy: Windows will show a warning the first time.

The app isn't code-signed, so Windows SmartScreen warns you on first launch. Choose More info, then Run anyway.

Windows 10 / 1164-bit
Works offlineone optional rates button
~160 MBzip · ~380 MB unzipped
Editable filesfor your own use
What's in the box →

Questions

Does it need the internet?

No. The charts library is bundled and the app runs offline. The one exception is an optional Fetch current rates button for exchange rates, which contacts an exchange-rate service only when you press it.

How accurate is it?

The math is exact and you can check it by hand. Forecasts depend on your assumptions and have not been validated against live games. The starting values are rough estimates. The range analysis shows how far the result moves if your inputs are off by amounts you choose. See Accuracy and limits.

What does the range analysis tell me?

It re-runs your portfolio 200 times with four inputs (retention, revenue per user, CPI and free installs) nudged within the spreads you set, and shows the low, middle and high results. It measures how sensitive your plan is to those guesses. It is not a probability of success in the real world.

Can I save my scenarios?

Not in version 1.0, and there's no export yet; closing the app clears your inputs. You can set your own starting values in config.js so new games open with your base case.

Can I resell it, share it, or run it for my clients?

No. The license covers one business, for its own internal use. Each client business needs its own license. Selling, sharing, publishing or building a competing product from it is not allowed. See the license.

All questions →

See what your assumptions add up to.

And how far they could move, before you spend a dollar on UA.

Get Mobile Game Revenue Simulator