GameAnalytics Benchmarks Hub
A metric on its own tells you very little. Retention of 18%, or a three-minute session, only means something once you can see where the rest of the market sits and how far above or below it you are. This hub gives you that reference point for both mobile and PC games, across broad percentile range, refreshed every month.
Mobile game benchmarks
Every figure below comes from mobile games on the GameAnalytics platform, worldwide, with no regional filter applied. A game enters the sample once it passes 10,000 monthly active users (MAU), which works out to roughly 5,500 titles in a typical month, and the sample is rebuilt monthly rather than held fixed, so it tracks the live market rather than a snapshot. Figures are shown as percentiles rather than averages, because an average hides the spread: the 25th marks the bottom quarter, the 50th is the median, and the 95th is the top twentieth. Games below the 10,000 threshold are not represented and tend to behave differently, so read these as a reference for established titles.
Compare your mobile game to the industry
Copy this prompt into Claude, ChatGPT, Cursor, or any AI tool to see how your game stacks up against these benchmarks.
Compare my mobile game's performance against GameAnalytics industry benchmarks.
STEP 1: FIND MY DATA
Before asking me for anything, check whether my game data is already available to you. Look in this order:
- The GameAnalytics MCP server, if you have it connected
- Any other connected source, such as a spreadsheet, a cloud drive, a database or files in the current project or repository
- Earlier in this conversation, or in our recent conversations if you can search them
If you find data, tell me where you found it and which month it covers before you use it, so I can confirm it is the right source.
If you find nothing, stop and tell me so. Ask me to paste the figures below, and do not continue the analysis or estimate any values until I provide them:
Game name: [ ]
Month analysed: [ ]
D1 retention: [ ]%
D7 retention: [ ]%
D30 retention: [ ]%
Stickiness (DAU/MAU): [ ]%
Average sessions per DAU: [ ]
Average session length: [ ] minutes
Playtime per DAU: [ ] minutes
ARPDAU: $[ ]
Ad ARPDAU: $[ ]
ARPPU: $[ ]
Transactions per payer: [ ]
If I have more than one game, analyse each one separately. Do not average across my portfolio or report studio-level figures. Every game gets its own comparison, its own percentile placement and its own recommendations, because a studio average hides both the games that are working and the ones that are not.
STEP 2: THE BENCHMARKS
Source: GameAnalytics mobile benchmarks. Global, games with at least 3,000 monthly active users. September 2026, except D30 retention, which is August 2026 because September's 30-day window had not closed when these were published.
Metric P25 P50 P75 P95
D1 retention 12.42% 20.78% 28.32% 40.60%
D7 retention 2.00% 3.80% 6.90% 15.83%
D30 retention 0.35% 0.87% 2.00% 6.95%
Stickiness (DAU/MAU) 4.78% 5.86% 7.98% 20.55%
Sessions per DAU 3.08 4.51 6.34 10.42Session length (minutes) 1.95 3.14 5.00 10.19Playtime per DAU (minutes) 7.78 13.01 27.06 59.60ARPDAU (USD) 0.0012 0.0106 0.0729 0.6900Ad ARPDAU (USD) 0.0042 0.0324 0.1115 0.3212ARPPU (USD) 4.73 10.93 25.43 212.94Transactions per payer 1.27 2.00 3.77 17.52
P50 is the median, meaning half of all games fall below it. Treat it as the typical game, not as a pass mark.
STEP 3: PLACE EACH METRIC
For every metric, and for each game separately, state where it falls: below P25, between P25 and P50, between P50 and P75, between P75 and P95, or above P95. Also estimate the approximate percentile within that band.
Calculate this rather than judging by eye, and show your working as a table with my value, the four benchmark values and the resulting placement side by side.
STEP 4: INTERPRET
Name the three strongest and three weakest metrics by percentile position, not by raw value, so metrics on different scales compare
fairly.
Flag any internal tension. Retention and engagement usually move together, so call out combinations that do not fit, such as strong
session length with weak D7, and say what that pattern typically indicates.Give three things to work on, ordered by likely impact, each tied to a specific metric and a realistic target. Moving from the median toward P75 is achievable. P95 is exceptional and should not be treated as a default goal.
RULES
Do not multiply or divide percentiles across metrics. The game at P95 for session count is not the same game at P95 for session length, so sessions multiplied by session length will not match the playtime benchmark.
Compare each metric only against its own distribution.
Skip any metric I have not supplied rather than assuming a value.
Be direct about weak numbers. I would rather know where I stand than be reassured.
Retention
D1 is the first honest read on whether a game has a hook. The median established game brings back 20.8% of its installs the next day, so even among games this size four in five are gone within 24 hours. The spread runs from 12.4% at the bottom quartile to 40.6% at the top, a little over three times. Onboarding and the first session do most of that work.
Seven days after install, the median game is holding 3.8% of the players it acquired, down from 20.8% on day one. The week costs more than the first day did. The gap between tiers widens with it, from roughly three times at D1 to nearly eight here. This is where the core loop either proves itself or quietly fails to.
A month in, the median game keeps 0.8% of its installs, roughly one player in 120. The top 5% keep 6.9%, around eighteen times more, and that ratio has climbed at every stage: three times at D1, eight at D7, eighteen here. Retention gaps compound, and it is live content rather than onboarding that separates the top.
What is retention in mobile games?
Retention is one of the most critical metrics for understanding the health and success of a mobile game. It measures the percentage of players who return to your game after their initial play session, typically tracked on key milestones like Day 1 (D1), Day 7 (D7), and Day 30 (D30). It’s widely regarded as the most critical metric in mobile gaming as it directly impacts every aspect of a game’s lifecycle: notably, user acquisition, monetization, and player engagement.
Retention is the foundation of a sustainable and prosperous game, as it measures how well your game resonates with players over time. A game with poor retention won’t survive long, regardless of how many users are acquired. Conversely, strong retention indicates players are finding value, enjoyment, or a reason to return.
Engagement
Monthly players are not daily players. In the median game, 5.9% of monthly actives open it on any given day, fewer than two days a month each, while the top 5% reach 20.6%, closer to six days. February reads high at every tier, but that is a 28-day month shrinking the denominator rather than players genuinely returning more often.
Sessions per DAU, also called session count, measures how often a player opens the game on a day they play at all. Rarely just once: the median active user starts 4.5 sessions a day, and even the bottom quartile manages three. At roughly three and a half times from P25 to P95, this is the narrowest spread on the page, which suggests frequency owes more to genre than to anything a team can tune.
Sessions are short, and in the middle of the market they are slowly getting longer. The median now runs 3.1 minutes, up from 2.97 in March, while the top 5% have drifted down from 10.76 in April to 10.19. It is the only sustained directional movement on this page, and it is narrowing the gap between typical and strong.
Playtime combines frequency and length, and separates games further than either on its own: 13 minutes a day at the median against 59.6 at the top, almost eight times. Resist multiplying the percentiles to get here. The game ranked highest for session count is not the one ranked highest for session length.
Monetization
Monetization data comes from a smaller pool. Revenue tracking is optional, so around 1,800 games report payer activity, and these charts describe that group. Three of four charts stop at the 75th percentile because revenue is concentrated enough at the top that showing the 95th would flatten every other band. That figure appears in the commentary under each chart.
Most games earn almost nothing per player per day. The median makes about one cent per daily active user and the bottom quartile barely registers, which is what the near-flat green line shows. This is the most skewed metric on the page because it divides revenue by every user, including the large majority who never pay. The 95th percentile sits at $0.69, roughly 65 times the median.
Once a player pays, the figures change completely. The median paying user is worth $10.93 a month, the bottom quartile $4.73 and the top quartile $25.43, a far tighter band than ARPDAU. The 95th percentile is the outlier at $212.94, around twenty times the median, and it swung between $152 and $272 across the year.
Ad revenue is the one line on this page that is clearly rising. Median ad revenue per daily active user has gone from $0.029 to $0.032 over the year, and the 75th percentile from $0.089 to $0.111. The 95th percentile has climbed the most, from $0.208 to $0.321, a 54% increase. This is a real trend rather than month-to-month noise.
The median payer buys exactly twice, and that has barely moved all year. The bottom quartile sits at 1.27, meaning most payers in most games buy once and stop. The 95th percentile, not shown, reaches 17.5 purchases, which is where subscription-like and consumable-driven economies appear. Repeat buying, not the first purchase, is what separates them.
PC game benchmarks
Every figure below comes from PC games on the GameAnalytics platform, worldwide, measured on desktop builds. A game enters the sample once it passes 3,000 monthly active users, which works out to roughly 1,200 titles in a typical month. That threshold is lower than the mobile section uses, because the PC population is smaller, so the two sets are not directly comparable and are better read side by side than against each other. Figures are shown as percentiles rather than averages: the 25th marks the bottom quarter, the 50th is the median, and the 95th the top twentieth.
Compare your PC game to the industry
Copy this prompt into Claude, ChatGPT, Cursor, or any AI tool to see how your game stacks up against these benchmarks.
Compare my PC game's performance against GameAnalytics industry benchmarks.
STEP 1: FIND MY DATA
Before asking me for anything, check whether my game data is already available
to you. Look in this order:
The GameAnalytics MCP server, if you have it connectedAny other connected source, such as a spreadsheet, a cloud drive, a databaseor files in the current project or repositoryEarlier in this conversation, or in our recent conversations if you cansearch them
If you find data, tell me where you found it and which month it covers before
you use it, so I can confirm it is the right source.
If you find nothing, stop and tell me so. Ask me to paste the figures below,
and do not continue the analysis or estimate any values until I provide them:
Game name: [ ]
Month analysed: [ ]
D1 retention: [ ]%
D7 retention: [ ]%
D30 retention: [ ]%
Stickiness (DAU/MAU): [ ]%
Average sessions per DAU: [ ]
Average session length: [ ] minutes
Playtime per DAU: [ ] minutes
New users: [ ]
If I have more than one game, analyse each one separately. Do not average
across my portfolio or report studio-level figures. Every game gets its own
comparison, its own percentile placement and its own recommendations, because
a studio average hides both the games that are working and the ones that are
not.
STEP 2: THE BENCHMARKS
Source: GameAnalytics PC benchmarks, measured on desktop builds. Global, games
with at least 3,000 monthly active users, October 2026, roughly 1,200 games.
Metric P25 P50 P75 P95
D1 retention 4.23% 6.54% 12.24% 32.38%
D7 retention 0.83% 1.44% 3.05% 10.46%
D30 retention 0.00% 0.19% 0.75% 3.85%
Stickiness (DAU/MAU) 3.83% 4.32% 6.43% 14.89%
Sessions per DAU 1.44 1.66 2.15 3.70
Session length (minutes) 11.60 20.82 33.83 71.79
Playtime per DAU (minutes) 17.77 37.73 69.91 159.23
New users 4,556 10,657 34,780 256,572
P50 is the median, meaning half of all games fall below it. Treat it as the
typical game, not as a pass mark.
Do not compare these against mobile benchmarks. PC games are played in long
sittings spread across fewer days, so day-based retention is structurally
lower and session length structurally higher. The median PC session runs
20.8 minutes against 3.1 on mobile, from 1.7 sessions a day rather than 4.5.
A PC D1 of 6.5% is normal, not a failure.
STEP 3: PLACE EACH METRIC
For every metric, and for each game separately, state where it falls: below
P25, between P25 and P50, between P50 and P75, between P75 and P95, or above
P95. Also estimate the approximate percentile within that band.
Calculate this rather than judging by eye, and show your working as a table
with my value, the four benchmark values and the resulting placement side by
side.
STEP 4: INTERPRET
Name the three strongest and three weakest metrics by percentile position, not
by raw value, so metrics on different scales compare fairly.
Read retention as content consumption and lifecycle, not daily habit. Ask
whether players progressed far enough to come back for updates, expansions or
multiplayer, rather than whether the game became a daily routine.
Flag any internal tension. Long sessions with weak D7 suggests the content ran
out; short sessions with strong D30 suggests a routine that has not deepened.
Say what each pattern typically indicates.
Give three things to work on, ordered by likely impact, each tied to a specific
metric and a realistic target. Moving from the median toward P75 is achievable.
P95 is exceptional and should not be treated as a default goal.
RULES
Do not multiply or divide percentiles across metrics. The game at P95 for
session count is not the same game at P95 for session length, so sessions
multiplied by session length will not match the playtime benchmark.
Compare each metric only against its own distribution.
New users is an absolute count, not a rate, so it reflects marketing spend and
store placement rather than game design. Place it, but do not treat a low
figure as a quality problem or include it in the three things to work on unless
I ask about acquisition.
A D30 P25 of 0.00% is real, not missing data. At least a quarter of PC games
retain essentially nobody at thirty days.
Skip any metric I have not supplied rather than assuming a value.
Be direct about weak numbers. I would rather know where I stand than be
reassured.
Retention
Day one on PC looks nothing like mobile. The median desktop game brings back 6.5% of its installs the next day, against 20.8% on mobile, and that is a difference in how the games are played rather than in quality. A PC player who buys deliberately and sits down for an hour is not checking in the next morning. The spread runs from 4.2% to 32.4%.
By day seven the median desktop game holds 1.4% of its installs, down from 6.5% on day one. The proportional fall is steeper than mobile's, but it means something different: a PC player can go a week without playing and still not have churned. Read this as whether the content pulled them back at all, not as a measure of weekly habit.
A month out, the median desktop game holds 0.19% of its installs while the top 5% hold 3.85%, around twenty times more. The bottom quarter sits at zero in October, meaning at least a quarter of PC games keep essentially nobody thirty days on. For PC this is the clearest read on lifecycle design: the games still holding players are generally the ones shipping updates, seasons or multiplayer content.
Why is PC game retention different from mobile game retention?
Retention in PC games reflects a different engagement model than on mobile. While mobile retention often measures how successfully a game becomes a daily habit, PC retention is more closely tied to content consumption, progression depth, and lifecycle design. Many PC games are designed for long, immersive sessions spread across fewer days, making lowerday-based retention a natural outcome rather than a sign of underperformance.
In this context, retention should be interpreted as the time players continue to engage with a game after their first experience, not how frequently they return each day. It provides insight into whether players find enough value to progress through content, return for updates, or re-engage after major milestones such as expansions, seasonal updates, or multiplayer events.
Engagement
PC players return on fewer days than mobile players. In the median desktop game, 4.3% of monthly actives appear on any given day, around 1.3 days a month each, against 5.9% on mobile. The top 5% reach 14.9%, closer to four and a half days. February reads high at every tier here too, the same 28-day denominator effect seen in the mobile section.
Sessions per DAU, also called session count, is the tightest metric in the PC set. The median desktop player opens the game 1.7 times on a day they play, against 4.5 on mobile, and even the top 5% only reach 3.7. PC is close to one sitting per day. Where mobile engagement is assembled from many short visits, PC is built from a single long one.
This is where PC separates from mobile completely. The median desktop session runs 20.8 minutes against 3.1 on mobile, nearly seven times longer, and the top 5% reach 71.8 minutes. One PC session outlasts an entire day of mobile play in most games, which is the strongest evidence for reading PC retention as content consumption rather than daily habit.
Daily playtime on PC comes from long sessions rather than frequent ones. The median desktop player spends 37.7 minutes a day, close to three times mobile's 13, assembled from 1.7 sessions instead of 4.5. The top 5% reach 159 minutes. Resist multiplying the percentiles: the game ranked highest for session count is not the one ranked highest for length.
New users is the only metric here counted in absolute numbers rather than rates, so it tracks marketing spend and store placement more than design. The median desktop game added 10,657 players in October, the bottom quartile 4,556 and the top quartile 34,780. This chart stops at the 75th percentile: the top 5% added 256,572, which would flatten every other band.