CPIs are rising everywhere, which favors games that monetize from day one.
CPI benchmarks, 2026S5
| Genre | iOS | Android |
| Hypercasual | $1.50 to $2.50 | ~$0.40 |
| Casual / Puzzle | ~$3.00 | ~$2.00 |
| Simulation | ~$3.75 | ~$2.50 |
| Midcore | ~$4.50 | ~$3.25 |
| Strategy | ~$5.50 | ~$4.00 |
| Hardcore / RPG | ~$6.00 | ~$4.50 |
Why $0.50 and $2 to $3 are not in conflict. Naavik's ~$0.50 for sort puzzles is a blended global figureS4, beside FoxData's all-genre global blend of $0.56S5. FoxData does not state the country mix behind its per-platform genre figures; read against that blend, they behave like Tier 1 weighted figuresJ. Treat $0.50 as what a globally bought sort install costs and $2 to $3 as the Tier 1 reference. Never pair a global CPI with Tier 1 revenue, or the reverse.
CPI by region, all genresS5
Global blended CPI is ~$0.56, up 30% YoYS5.
Retention benchmarks
| Benchmark | D1 | D7 | D30 | Source |
| All mobile games, median | ~23% | ~4% | under 1% | S8 |
| All mobile games, top 25% | ~30% | 6 to 7% | 1.6 to 1.8% | S8 |
| All mobile games, top 10% | ~40% | 11 to 12% | n/a | S8 |
| Global average, games | ~27% | n/a | n/a | S5 |
| Competitive target | 30%+ | 15 to 18% | n/a | S5 |
| Hybridcasual, typical | n/a | ~20% | ~10% | Gamigion hybridcasual overview, Q1 2025HC |
| Sort puzzles | n/a | n/a | ~8% | S4 |
| Screw (Screwdom) | n/a | n/a | ~17% | S4 |
| Block (outside leaders) | n/a | n/a | ~4% | S4 |
| Block Blast, the ceiling | 51% | 32% | 21% | S6 |
Why our soft-launch gate is D1 35%, above the 30% target
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30% is the market line.
It is the "competitive positioning" targetS5, and it equals the top quartile of all gamesS8.
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35% is our own gate.
It sits between the top quartile (~30%) and the top decile (~40%)S8, because we only gate before spending real money on paid installsJ.
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D7 15% matches the low end of the competitive target.
That is the low end of 15% to 18%S5, and below typical hybridcasual at ~20%HC.
Read the retention table honestly. The niche figures are for games that made it. Across all launches, the median D30 is under 1%S8. The payback defaults assume we hit sort-niche retention. The soft-launch gate is what tests whether we do.
Why the hybridcasual puzzle wins the ROI testJ
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Low CPI pool.
Casual puzzle traffic is cheap in Android and Tier 2/3 geos, so you can buy enough installs to learn without large spend.
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Day-zero revenue.
Interstitials and rewarded video start paying in the first session. IAP-only genres need weeks to recover CPI.
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Testable before building.
Run CPI tests on ad creatives (video of the mechanic) before writing the full game. If the creative cannot get a cheap install, the game will not either.
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Small surface to tune.
One mechanic means difficulty curve, ad placement and booster pricing are the main levers. Fast iteration loops.