Three Steps to a Killer Soft Launch

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6

Matej Lancaric (UA & Marketing consultant) dives with Shamanth Rao (Founder at RocketShip HQ - Mobile UA Agency) into the art of the soft-launch and the 3 key stages that are important to nail.

Type:
Podcast
Publication date:
April 29, 2020
Added to Growth Gems on:
July 25, 2020
💎 #
1

 For the technical phase where you test the game stability and tracking, acquire users from Tier 4 countries (Philippines, Mexico, anywhere with low CPIs) so you don't need much budget.

04:53
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2

In the retention stage, you want to measure: tutorial completion rate, D1/7/28. Also start analyzing the first time user experience: check each step of the onboarding flow that might cause anybody to drop off and start A/B testing what works better

09:10
💎 #
3

Matej starts soft launches on the Google Play Store because he doesn't want to wait 2 days for Apple to review the game.

10:23
💎 #
4

Different game genres call for different benchmarks but a classic is 40/20/10: 40% D1, 20% D7, 10% D30. If you can get 60% D1 in hypercasual it's great.

11:55
💎 #
5

You need to be in soft launch for 3-6 months (usually 6 months) to see how cohorts mature, do creative testing, test new UA channels.

23:12
💎 #
6

With soft launch you need to put in the efforts to iron out details before you go global, but also be ready to kill the game if it is stagnating (opportunity cost).

25:35
This is premium content. Upgrade your plan in your profile to get access.
💎 #
1

 For the technical phase where you test the game stability and tracking, acquire users from Tier 4 countries (Philippines, Mexico, anywhere with low CPIs) so you don't need much budget.

04:53
💎 #
2

In the retention stage, you want to measure: tutorial completion rate, D1/7/28. Also start analyzing the first time user experience: check each step of the onboarding flow that might cause anybody to drop off and start A/B testing what works better

09:10
💎 #
3

Matej starts soft launches on the Google Play Store because he doesn't want to wait 2 days for Apple to review the game.

10:23
💎 #
4

Different game genres call for different benchmarks but a classic is 40/20/10: 40% D1, 20% D7, 10% D30. If you can get 60% D1 in hypercasual it's great.

11:55
💎 #
5

You need to be in soft launch for 3-6 months (usually 6 months) to see how cohorts mature, do creative testing, test new UA channels.

23:12
💎 #
6

With soft launch you need to put in the efforts to iron out details before you go global, but also be ready to kill the game if it is stagnating (opportunity cost).

25:35
This content is available to Growth Gems premium members only.
Apply Now
💎 #
1

 For the technical phase where you test the game stability and tracking, acquire users from Tier 4 countries (Philippines, Mexico, anywhere with low CPIs) so you don't need much budget.

04:53
💎 #
2

In the retention stage, you want to measure: tutorial completion rate, D1/7/28. Also start analyzing the first time user experience: check each step of the onboarding flow that might cause anybody to drop off and start A/B testing what works better

09:10
💎 #
3

Matej starts soft launches on the Google Play Store because he doesn't want to wait 2 days for Apple to review the game.

10:23
💎 #
4

Different game genres call for different benchmarks but a classic is 40/20/10: 40% D1, 20% D7, 10% D30. If you can get 60% D1 in hypercasual it's great.

11:55
💎 #
5

You need to be in soft launch for 3-6 months (usually 6 months) to see how cohorts mature, do creative testing, test new UA channels.

23:12
💎 #
6

With soft launch you need to put in the efforts to iron out details before you go global, but also be ready to kill the game if it is stagnating (opportunity cost).

25:35
This is premium content. Upgrade your plan in your profile to get access.
This content is available to Growth Gems premium members only.
Apply Now
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