01 · Problem
D7 retention lagged. The game asked for 3-4 sessions a day when most players only had time for one or two.
ImmutableData driven decisionsUnity Game EngineDeep ExperimentationHow data-driven feature design increased D7 retention by 25% and D7 LTV by 12% for a live mobile RPG.
Feature Owner & Lead UX Designer
6 months
1 UI Artist · 1 UI Engineer · 1 Full Stack Engineer
D7 retention lagged. The game asked for 3-4 sessions a day when most players only had time for one or two.
SQL + surveys revealed K-shaped behaviour: power users masked a worse experience for everyone else.
Reframed the sentiment "I'm missing out" to "a gift is waiting" for reactivation and nudging users to come back the next day.
Visual goal setting on the dungeon map.
Lore-driven monetisation outperforms generic popups.
Recommendations when players get stuck.







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