Any Tips to Improve D1 Retention for my Game?

My friends and I have released our game: Space Simulator X about 2 weeks ago. So far every stat besides the D1 retention is looking good. We’ve been running ads for the past 5 days and the D1 retention is not looking good. I’m not too sure what I can do to improve this stat. My theory is that players don’t know that they should purchase the next area after gaining enough coins, as they are never prompted to.

I’d like to hear what you guys think could be improved here, I feel like the low D1 retention is preventing us from getting the algorithm to pick up the game.

It feels odd that we have low D1 retention, even though we have at least a few concurrent players at all time, a lot of whom I recognize.

Thank you.

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After the tutorial the progression is really slow almost died of boredom, but simulator games aint my thing. The game seems high quality and well polished tho

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Thanks for your feedback, did you make it past the first area or was it the first area itself that felt very slow?

i grinded to reach 6k for the ice aura then i noticed that it didnt give me much more for how much i spent then i just quit. Grinding to reach 10k would’ve taken way too long

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I can see why you’d quit, the first area was actually bugged so you were earning 90% less coins than you would have. We’ve fixed the bug, adjusted the door price to 3,000 (first area just serves as a tutorial), moved everything closer to where the player spawns (to prevent those long walks to the eggs and explosion shop), and overall increased the rate of progression in the game.

Without your feedback we probably wouldn’t have noticed, thank you.

Hopefully our retention goes up from here, I was using onboarding analytics to track where players drop off and 47% of players left before collecting 100 coins (now 70) for the first egg, probably due to the glitch making it take upwards of 30-40 rocks to be broken as opposed to 3-4 to hatch their first egg.

yes much much better now, great changes, now you just need volume with ads and hopefully roblox pushes it on the recommendations.

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Yeaa I hope so too. Do you have any knowledge on when one could expect roblox to start promoting a creation (given the stats are good)? Do you have any experience with it yourself?

My first game ever reached a sort after 5 days with 12k in sponsor, but this was years ago

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12k Robux or 12k dollars? (At this point people are spending huge amounts of money on sponsorships so I genuinely don’t know if you mean 12k Robux or dollars)

12k robux

gkfdgdlgldfgdfgdfgfsfgfgdfg

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In my experience it was after hitting 10k+ plays, but I think it also needs a certain amount of data over a period of time.

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I see, that makes sense, thank you for the info.

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Really? I’m at 5k now. And it’s speeding up cause I’m improving my marketing. Hopefully it will start promoting the game by itself soon as well.
Thanks for commenting this in here…I’ve been loosing motivation lately cause th game has been out for a while.

Haha always gotta add some random stuff to the message cause the messages need a certain length.

It’s just my experience, so can’t tell for sure with Roblox algo :slight_smile: I have a game that didn’t get picked up by the algo, most likely due to low metrics. Had a blip of recommendation traffic for a few days and it disappeared. Another has maybe around 1k plays from Home Recommendations daily, which is just not that much.

I have a new game which should hit 10k in a week or so, so might be able to confirm that number, but I think exact amount of plays is less important and what is more important is giving algorithm traffic over a period of 1-2 weeks.

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I guess I could simply do commissions to save some money and then go all in on sponsorships while also trying to get streams in game, etc.

Your Pipe dash game got 100 players in it right now. That’s preeeetty good.
Any ideas why it got so many dislikes though?
For me it’s usually social media that gets my game some dislikes when I post certain videos like for example a satirical version of mobile game ads…Some people don’t understand that it’s satire.

Don’t want to use this thread for my game, but dislikes are from young players that find the game too hard (rage quits when tracks are hard) or confusing (level editor is not easy to use). Even worse that recently Roblox decided to bring even more youngest (<9) players to the game which kind of killed the stats completely and I’m close to giving up on this one.

And 100 CCU is very low for Pipe Dash, because the game isn’t designed to extract Robux from kids, so it barely earns anything unless many people are playing. Also, before Roblox algo knocked it down, I had 300-500CCU. Those were good times!

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Fair enough… Well maybe you could somehow use it to get some people onto your social media, into your group and so on that the older players start playing your other games… Or those teleportation portals.

I’ll confirm this number too, the game I made this thread about should hit 10K visits pretty soon.