The core loop and retention
The mechanism: the loop, the curve and the hook
F2P inverts the model: a game used to be a product (sell a copy, move on to the next), and now a game is a service (retain the player and monetize over time). Three connected mechanisms.
The core loop — what the player repeats
The core loop is the short sequence of actions a player runs over and over. An example (Clash of Clans): log in → attack somebody's base (3–5 min) → wait for troops to respawn (2–4 h) → collect resources → start an upgrade (hours) → log out → come back in 2–4 h to repeat. The loop has to deliver both pleasure (that "30 seconds of fun") and a reason to return (unfinished progress). It is the game loop raised to the level of habit design: trigger → action → variable reward → investment (Nir Eyal's hook model).
The retention curve — the whole business model on one chart
Retention is the share of installers still playing on day . It falls fast and then flattens (a "core" forms). The canonical three checkpoints:
| Checkpoint | Median 2024 | Top 25% | "Good" (the old target) |
|---|---|---|---|
| D1 (came back the next day) | ~23% | 31–33% (iOS) | 40% → now the target is 50%+ |
| D7 (a week later) | ~4% | 7–8% | 20% |
| D30 (a month later) | <1% | ~3% | 10% |
You can see the chasm between the dream (40/20/10) and reality (23/4/<1): 75% of projects have under 3% left at D28. D1 is the north star: if the player did not come back the next day, the rest of the funnel does not matter.
Why retention = the business
The link to money is direct. A player's "lifetime" is the area under the retention curve; for a geometric tail (a daily return rate ) it has a closed form:
The nonlinearity is cruel: → days; raise retention to → — lifetime and LTV have doubled off 5 points of retention. And since UA only pays off when (F2P economics), that shift turns loss-making traffic buying into profitable traffic buying. That is why retention is the master metric and the install is not.
Pacing mechanics and the monetization hook
The loop is deliberately gated to create a wait that can be sold:
- Energy / lives: play N times and you are out — wait or pay. Candy Crush — 5 lives, +1 every 30 min; Clash — troops take hours to respawn.
- Cooldowns: an action on recharge (LoL abilities 5–60 s; building upgrades — hours to days).
- Appointment mechanics: come back at a specific time for a reward (daily logins, a shop rotating every 24 h) — they build habit through a scheduled trigger.
The hook: out of energy → I want to keep going → I pay gems for a refill. The wait is designed, not accidental — that is the monetization engine of F2P. Sessions are short (20–30 min on mobile): a short loop → 10+ sessions a day → more touchpoints and a stronger habit.
🕹 Games to play — and what to notice
You can feel the pacing gates and the hook in a couple of minutes — look for the "wait or pay" wall and the "speed it up for currency" button.
The reference implementation of energy-as-a-gate: 5 lives, lose a level and you lose a life, run out and you hit a wall. Recovery is 1 life / 30 min, or pay, or ask friends. A "level in 2–5 min" loop is perfect for a short mobile session.
🎮 Play: lose 5 times in a row and hit the lives wall — notice the "wait 30 min / pay / ask a friend" screen. That is not a progression bug, it is the monetization point, built into the core loop.
A loop built on timers: an attack takes minutes, a building upgrade hours to days, troops respawn slowly. That stretches a session across a whole day and creates the "come back in the evening to check" appointment mechanic that daily returns rest on.
🎮 Play: start an upgrade and notice the "finish instantly for gems" button. Count how many times a day you feel pulled to come back and check timers — that is a designed return rhythm and a direct driver of D1/D7.
Daily quests ("play 3 matches", "deal damage") give you a reason to log in today specifically and a direction instead of aimless grinding. A classic appointment trigger, and it lifts D7/D30.
🎮 Play: log in and look at the dailies — notice how gently they dictate "come back tomorrow, don't lose your streak". Compare with a hypercasual game (a 30-second loop, zero gates): there retention is held by frequency rather than timers.
Deep end · metrics: the retention curve, the "leaky bucket" and why D1 decidesskippable
The F2P growth model is a leaky bucket: the inflow of installs (UA) minus the outflow (churn). At equilibrium DAU settles where inflow = outflow, and the level is determined entirely by the shape of .
The shape of the curve
Retention is not an exponential with a single λ: the early days fall steeply (the curious, who did not click with it), and then the curve flattens — a "core" of loyal players forms with a nearly constant daily return rate . It is often modeled with a mixture or a power law, but for a lifetime estimate you take the tail and the closed form .
Why D1 is the north star
D1 is the earliest and most predictive signal: it multiplies the whole subsequent curve (someone who did not come back the next day will not be there at D7 either). Raising D1 = raising the whole curve = multiplying lifetime and LTV. Which is why product teams are obsessed with the first few minutes (onboarding, time-to-fun, a first reward in the first seconds): half the churn happens in D0–D1.
Cohorts, not averages
Retention is always read by cohort (grouped by install date/source), otherwise fresh inflow masks the churn of the old. "Average DAU" lies; "D7 for the March 1st cohort" does not. This is the direct bridge to analytics.
Deep end · design: session length, the hook model and the ethical lineskippable
Loop length is chosen for the player's context: mobile — 20–30 min (a commute, a queue), console — 60–90 (an evening). A short loop gives more sessions/day and more monetization points, but too short is boring and too long does not fit into a break.
The hook model (Eyal)
Habit is built by the loop trigger → action → variable reward → investment. A variable reward (as in gacha) hooks harder than a fixed one; investment (you upgraded the base, you completed the collection) raises the cost of leaving. Appointment mechanics are an external, scheduled trigger.
Where the line runs
The same levers that raise retention (FOMO, streaks, variable rewards, a designed wait) slide easily into dark patterns and the exploitation of vulnerable people. Engineering honesty means distinguishing "I helped the player return to something they themselves value" from "I manufactured anxiety/dependency for a metric". The same argument returns in recommenders (below, 🔁).
ML / AI (your domain): retention/engagement is the objective function any recommender optimizes (DAU, dwell time, returns as a reward signal). The "leaky bucket" = churn prediction / survival analysis (predicting who will leave is a canonical ML task; that same area under the curve = expected lifetime). The hook model with its variable reward is exactly the RL/dopamine dynamic that ML feeds exploit — and right here is the feedback loop and engagement maximization problem: optimizing raw engagement leads to the same dark patterns, and knowing where NOT to optimize retention directly is part of professional ethics (long-term value / user wellbeing as the real goal). Cohort curves are the standard way to evaluate the rollout of any model or feature.
Product / growth: retention > acquisition (the leaky bucket is a law of SaaS growth); D1/D7/D30, cohort analysis, the "aha moment" in onboarding; LTV > CAC is the same thing as LTV > CPI.
Behavioral design: the hook model, triggers, variable rewards — and the red line between a useful habit and exploitation.
The principle: in a service, value is created by repeat returns, not by first contact. Measure and engineer the retention loop — but distinguish helping a user from exploiting their vulnerabilities.
Why is D1 more important than D7 and D30, if the money comes from long-term players?
Why retention as the master metric rather than revenue or installs?
Is a designed wait (energy/timers) manipulation?
Why does the retention curve flatten instead of falling to zero?
Can a great game have bad retention — and the other way round?
- Nir Eyal, "Hooked" — trigger/action/variable reward/investment; the mechanics of habit.
- GameAnalytics — the annual mobile benchmarks (D1/D7/D30 by genre and platform).
- Deconstructor of Fun — detailed breakdowns of the core loop and the economy of live games.
- "Session Design for Mobile Games" — GDC talks from 2015–2018 on session length and pacing.
- Module 6, "Core Loop Design & Session Length" (
06-mobile-f2p-live-service-2012-2018.md).