Struggling to increase game's key metrics

We released Zombie Zone back in November and the game has seen middling success, averaging ~80 - 100 CCU since the post-Christmas dropoff. While this is nice and I do realize most games never even make it to this point, we obviously want those numbers to be closer to the big players in this genre, namely Zombie Uprising or Zombie Attack, so that we can start to make enough money to support a more serious career of developing this game. That means we need to multiply our playerbase by at least 10x, ideally closer to 50x.

Our average daily revenue for the past 30 days has been around 8.4k Robux, which for our team of 3 people, is around $10 a day. This is obviously unsustainable. We have tried many, many things to increase our metrics but session time and D1 retention have been consistently low pretty much since we released the game. We’ve tried making changes such as removing intermissions between non-boss waves, which reduced downtime while waiting for zombies to start spawning again, but this had no meaningful impact on session time, and we think it actually decreased our revenue since players had less time to browse the shop.

We also recently implemented a brand new FPS mode about 3 days ago, and while it is nowhere near as high quality as something like Rivals, we think it is on-par with similar games in our genre, and we thought it could drastically improve things for us since the majority of successful shooters on Roblox are first person as opposed to third person (like Fortnite). However sadly, this has not made any impact whatsoever on our D1 retention or session time:



(we released the update on Feb 14th)

For reference, here are all of our benchmarks as of a few days ago:

As you can see, these two metrics have consistently been extremely low for our similar experience benchmarks, and I am not sure what to do to increase them. We are basically at a crossroads with our development strategy. I think either the game needs fundamental changes to drastically adjust the core gameplay loop to engage people better, or we are just missing a “hook” to keep people engaged better with our current gameplay loop. But either way, we do not know what to focus on now. I don’t think just adding more content is going to do anything meaningful for us, and I honestly don’t know what to do.

Please give the game a try and let me know what you think could help us increase these numbers!

My best advice is to get 90th-95th percentile in at least 4 metrics for a couple of a days. Although my game was unable to sustain it, as soon as that happened within 48 hours it got boosted from 50 CCU to about 250 CCU. In fact, I watched the change in real-time as for about a half hour, my game’s CCU would increase by 100 every 10 minutes.
I believe if I had maintained those stats for a week, my game would have hit 3K+ CCU (just off of the fact that my game continued increasing in CCU the next day).

So although I don’t know how to increase stats in your genre specifically, the easiest method is adding more billboard monetization.

Right, I do see what you mean. We have seen a substantial increase in CCU for the past few days (peaked at ~230 this past weekend as opposed to ~120 before) and I believe that is mostly due to our new thumbnail which has a much higher QPTR compared to our previous ones. Sadly I do not think the update itself has had anything to do with it lol. That’s why I am at such a loss, monetization is one thing, we can always add more enticing bundles, battle passes, etc. But the gameplay side of things is what really seems to be struggling. I know there are lots of people who do play our game for 30+ minutes at a time and enjoy grinding it, so I am baffled by the extremely low ~11 minute session time and abysmal D1 retention. I feel like we’ve tried everything to improve those but nothing has moved the needle.

Just wanted to share a quick update on this. Since Tuesday morning our CCU has SKYROCKETED! We averaged about 400-500 players since then and we are currently sitting at around 1k CCU (I imagine due to the weekend coming up). However, I don’t think the update itself had anything to do with this… as the only metric that has substantially increased has been our QPTR:

D7 retention is also up quite a lot, but I am honestly not sure why:

This makes me think that the increase in CCU is moreso due to a more attractive thumbnail than the gameplay updates we made lol. While that is nice, I am still attempting to figure out why our D1 retention and session time are so low:

My current theory is that this may be caused by subpar performance on mobile devices, as phones and tablets rank lowest in that metric pretty consistently:

So now we are working on some performance improvements which will hopefully address this issue. Right now though I am extremely excited about the algorithmic boost we’ve received and I just hope that this continues.