Game stuck at 100 CCU

Hi, I am a developer of a skibidi toilet themed tower defense game. It has been released for a while now, it growed to average of 100 CCU in just 1 month but it has been lingering around that number for a while now. I was wondering what i could do to increase that to maybe 500-1k

Here is the game: [🥇S1] Toilet Defense Simulator - Roblox

And these are the stats

I was also wondering how i could improve the day 1 retention

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The stats you have shown are good, though day 1 retention needs some work.
I would recommend getting the day 1 retention up & average session time.

Do you mind showing your acquisition sources? This could help see if you are hitting the average home recommendation impressions then a 500-1K+ CCU game.


thx btw

oh wait wrong one mb

I would love to get advice with this as well. My acquisition stats look almost exactly the same as yours, even a similar number of total impressions, and I am struggling with what to do to achieve higher CCU and get more of a consistent push from the algorithm. Our game released about a month ago and we started getting traction from the algorithm last week, but we have been struggling with retention and QPTR.

So unfortunately the percentile rank bar stats shown in this menu are extremely dishonest. They don’t compare you to all Roblox games. Instead, they compare you to games at your “level.” So in your case, these stats are probably being compared against games with around 100 CCU. It’s honestly pretty frusterating Roblox does this when the rest of the analytics dashboard is great. Hopefully in the future this is changed so us developers can get better insights when comparing to other games.

Here are the stats from one of my games that gets 500-1500 CCU. You can try using these as reference. Hope this helps and goodluck with your game!

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This is interesting. Congratulations on 100 players! I’d say you should release frequent updates if you don’t already do that to make sure people return. Other than that, you could make the game more in-depth with many more features and things to do.

Wow this is disappointing lol. I was thinking we were nearing the 90th percentile of all Roblox games for our session time but I guess we’re barely over half of what is a good number for your bracket. Not sure what to do to improve the engagement stats, our gameplay loop already seems solid compared to the big games in our genre like Zombie Uprising but our retention is awful even for our bracket, and session time still apparently needs a lot of improvement :frowning:

Most of the time when I see low session times it’s because of new players leaving the game very quickly after joining.

I haven’t played your game so I can’t get specific feedback, but I would reccomend looking into your first 15 minutes of gameplay and improving it as much as you can. See if you can find any pain points that would cause a new player to leave or get frusterated. Hopefully that will help your average playtime :slight_smile:

I think new players leaving is 100% our problem. We have a very dedicated core fanbase that will often grind for 30+ minutes at a time but that average is definitely brought down by all the new players leaving. I have done a ton to try and improve onboarding but I am kinda at the point now where I’m wondering if people just hate our zombie models. We have a very low like ratio for our genre (78% compared to ~95% for the big games) and the only thing I can think of to narrow down why that may be is because our zombies are pretty unorthodox compared to most other zombie games lol.

It is very difficult to get feedback from players who left immediately. Hopefully, with the coming feedback feature we will see some of that alleviated.

Things that could be affecting this:

  • game breaking bug; they can’t play
  • unfamiliar and/or confusing gameplay/UX
  • the game isn’t what they were expecting, perhaps because the game’s page isn’t accurate
  • the game fails to hook them within the first few minutes of their first session

I think the best approach is to start with a bit of investigating. Spend time in servers, seek feedback wherever you can get it, implement simple analytics to track how far new players are getting (sometimes this reveals a very specific pain point that is losing 20%+ of new players), figure out what players enjoy most about the game and try to funnel new players into that aspect of the game as soon as possible, play the first 15 minutes of your game multiple times and take notes on anything you could improve without too much overhead; ideally you want to be able to still work on new updates without spending tens of hours on redesigning the FTUE (First Time User Experience).

Additionally, there are plenty of great resources for learning how to improve your FTUE. I personally find immense help from resources outside of the Roblox community, such as GDC and Game Maker’s Toolkit on YouTube. You should absolutely get better data on when players are leaving to verify that you are placing your efforts in the right place.

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I think you would mainly benefit from better QPTR… perhaps use the new thumbnail testing feature!

Of course, also work on D1 Retention (because that’s not even in the benchmark range) but also avg. session time (because that’s barely in the benchmark range).

Also, if you decrease your product prices by a little, you should be able to balance out the PCR and ARPPU so they’re both in the ~75th percentile range rather than one being ~60 and the other ~90.

You can increase D1 Retention by adding daily rewards (if you haven’t already)… or dare I say… maybe also create some new content and lock it behind a 1 day timer? I can imagine that would be quite effective if the content is exciting enough.

Unfortunately, your game also might suffer because it has similar metadata (the title) to a lot of other games.


It’s great to see many developers sharing metrics here… they’re a very valuable resource and unfortunately are rarely shared in public forums.

The only thing I will say is that the Retention stat might be causing the low impressions. Most 500 - 1000 CCU games get around 250K - 750K Home impressions