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Mobile Game Revenue Simulator
▮▮▮ What it does

Every control, every result

A Windows desktop app that simulates how many players a mobile game keeps and the revenue they generate, given the installs, budget and reinvestment rules you choose.

What You Control

FeatureWhat you setWhat the model does with it
GamesAdd, rename, duplicate or remove game tabs; a launch day for eachEach game runs on one shared timeline and shows zero before its launch day
Free installsLaunch installs (slider to 100,000); optional recurring installs every 30 days (slider to 20,000)Costs nothing; each wave becomes its own cohort
Paid installsAn initial spend and a market preset with its CPI, or a custom CPIInstalls = spend ÷ CPI for that wave
Paid channelsUp to three channels, each with a market (or custom CPI), a share of the paid budget and a retention scaleEvery paid wave is split across channels by share; each channel's users retain at its own scale
ReinvestmentA push percentage for N months, then a sustain percentage that continuesEvery 30 days, spends that share of the previous 30 days' net revenue on a new paid wave
RetentionPercent still active on day 1, 7, 30, 60, 90, 120, 160 and 180Smooth curve between points; held flat after day 180
Paid-install retentionA second set of the same eight pointsInstalls bought with paid UA use this curve; free, organic and cross-promo installs use the main one
Ad revenueARPDAU, meaning ad revenue per daily active userDaily ad revenue = active users × ARPDAU, adjusted by the options below
In-app purchases and subscriptionsPurchase revenue per daily user; subscriber share and monthly price; a store feeAdded to revenue per user; the store fee comes out of purchases and subscriptions
Revenue cutA percentageRemoves that share of ad revenue before anything else; reinvestment is taken from what's left
CostsRunning cost per month; one-time dev or launch cost per game; studio overhead per month for the whole portfolioCharged from launch (overhead from day 0); included in breakeven, profit and the cost chart
Ad-network warm-upA starting percentage and a number of daysAd revenue per user starts at that share of full and climbs to 100%
ARPDAU driftA percentage per 30 daysAd revenue per user ramps up or decays over time
SeasonalityA built-in shape or 12 custom monthly multipliers for ad revenue and for CPI; the calendar month the simulation starts inMultiplies ad revenue and CPI by month
CPI scalingA percentage per doubling, counted from a spend you chooseLarge paid waves cost more per install
Cross-promoA preset from None to Very Aggressive, or a custom percentage; per game, a share-received weight and a cap on installs absorbed per 30 days; an optional chaining switchSends a share of each game's users to the other launched games as free installs, split by weight and capped
TaxA rate, and a method: flat on total profit, or month by month with losses carried forwardEstimated on profit; never on a loss
CurrencyEight currencies; rates editable in the app, set in the settings file, or fetched on demandChanges what you see and type; results don't change
Range analysisSpreads for retention, revenue per user, CPI and free installs; whether games share one swingRuns the portfolio 200 times with seeded random nudges and summarizes the spread
TimelineSimulation length, 30 to 360 daysShared by all games

Slider limits, market presets and starting values are all editable in a settings file (Customize and extend).

What You See

  • A daily active users chart for every game, plus the combined total
  • Cumulative net revenue against cumulative costs
  • Headline cards: end DAU, net revenue, paid spend, dev, running and overhead costs, breakeven day (the first day net revenue covers all costs), net profit before tax, profit after tax, free installs and paid installs
  • A per-game table: end DAU, net revenue, spend, return on spend, average paid CPI and cross-promo installs received
  • A monthly net revenue table by 30-day month, with a combined row
  • A monthly take-home table: net revenue minus the money already committed to the next paid wave, minus dev and running costs, with a studio-overhead row and a combined row
  • A range analysis panel: low, middle and high results, the share of runs that are profitable and that break even, and a profit-range chart
  • A Resim button that recalculates everything
The range analysis panel
The range analysis panel
The realism settings
The realism settings
Net revenue against costs
Net revenue against costs
Daily active users, every game and combined
Daily active users, every game and combined
Monthly net revenue and take-home profit
Monthly net revenue and take-home profit

Not in Version 1.0

No saving or exporting yet.

Closing the app clears your inputs. Also not included: per-player purchase funnels (conversion rate, timing, spend per payer), revenue per user that differs by country, and Mac, Linux or mobile versions. Accuracy and limits lists what the model leaves out.