I released a game towards the end of April, and had good success within the algorithm. Within a matter of days we were climbing very nicely, however right at the end of April we saw a sharp decline. Our stats (retention, ctr, playtime) barely changed when we blew up, and some improved, however we saw a rapid decline in impressions the following days without any reasons behind it.
We have started to grow slowly again, and have noticed that this growth aligns with some of our monetization metrics. However, given these high metrics (well above any benchmarks), the algorithm should be giving us many more impressions than it is right now.
(Take a look at the graphs below for our recent impressions)
I have released similar games in the past with worse stats, and had more success. What was the motivation behind these new changes? In my opinion, the previous algorithm was effective at what it needed to do, and distributed players well across top experiences.
As @BuildIntoGames mentioned previously, Pet Simulator X, with what I assume has good monetization analytics has seen a decline in impressions recently. I would be interested to hear if that has correlated directly with your ARPPU and ARPDAU or any other analytics.
Our game primarily relies on D7/30 retention/stickiness for it’s survival, but given our stats we should be seeing a lot more new users than we currently are.
Take a look at our past 60 days of Impressions/New Users:
We’re currently relying on natural growth, and constant updates (more frequent than we had planned) to keep the game alive. I’m not sure who made the decision for this change, and what motivated it, however as many others have already mentioned, this could cost top experiences millions of dollars as we head into Summer.
There is clear evidence of this change having a bad impact on the platform.
Any ETA on a change/update to the algorithm and discovery or at least some information on what influences it now?