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Merge & Splash – Metrics, What We Learned, and What’s Next

I ran a set of experiments on player stickiness and game flow in Merge & Splash. The video below walks through the details; the short story is that the latest update hurt retention and engagement, and the game no longer looks economically viable.

Video: https://www.youtube.com/watch?v=7CIhEAGvQwg&t

Android Game: https://play.google.com/store/apps/details?id=com.gamedrobe.dropmerge

iOS Game: https://apps.apple.com/us/app/drop-merge-journey/id6711361562

TL;DR

Before the Update

  • D1 Retention: 33–34%
  • D7 Retention: 11–12%
  • D28 Retention: 2–3%
  • Avg Session Length (D0): 19–20 min
  • Sessions / Player / Day: ~2.8
  • Daily Ad Impressions: 3,020
  • Daily Revenue: $9.18
  • CPI: $1.45

After the Update

  • D1 Retention: 27–28%
  • D7 Retention: 7–8%
  • Avg Session Length (D0): 8–9 min
  • Sessions / Player / Day: ~1.9
  • Daily Ad Impressions: 610
  • Daily Revenue: $1.85
  • CPI: $1.32

These results clearly show the game is not profitable. Post-update revenue barely covers the cost of a single user.

What Changed in the Update

The original game was endless mode only. I converted it to a level-based structure, added lots of levels, a stronger sense of progression, bonus systems, and a cleaner first-time user experience. In hindsight, these additions negatively impacted the core loop—they diluted what made the endless mode feel simple and sticky, without creating a better long-term goal.

Compounding this, many players kept choosing endless mode even after the level update. I tried bringing levels to the forefront and acquiring a new cohort to validate the change, but the analytics worsened.

Financial Summary

  • Total revenue (ads + IAP): ~$1,087
  • Total spend (Meta, AdWords, other): ~$2,894

Given the trajectory, I’ve decided not to continue investing in this title. The endless mode started promising but couldn’t support enough ad inventory per session; the level mode hurt retention and didn’t lift monetization.

Try It & Share Feedback

The latest update is live on Android (levels) and the iOS build still includes the endless mode. I’d love your perspective:

  • Why do you think the update underperformed?
  • If you played both versions, which loop felt better—and why?

Please leave thoughts in the comments. I’ll read everything and carry the lessons into the next project.

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