Quorrim Games
Sessions, retention cohorts, IAP and ad revenue, and live-ops
About Quorrim Games
Industry
Live-service game studio
Registered players
30,000
Live titles
12 games (6 free-to-play, 3 hybrid, 3 premium)
Platforms
6 (mobile, PC, console)
Annual gross bookings
about $234K
Annual UA spend
about $205K
Dataset scope
13 Professional-tier tables
Quorrim Games is a fictional growth-stage live-service game studio created for synthetic BI demos and training; its games, platforms, and players represent no real studio, title, storefront, or person. The studio books about $0.41M in in-app purchase revenue plus roughly $55K in ad revenue from twelve live titles, while investing a comparable amount in user acquisition. BI builders move from daily engagement and retention cohorts into monetization, live-ops participation, player progression, and acquisition-spend efficiency. Revenue and spend are modeled at a believable growth-stage ratio.
Operating Profile
- Operates 12 live-service titles across mobile, PC, and console, spanning eight genres from RPG and strategy to card and casual.
- Each title has a fixed lead platform and monetization model: free-to-play and hybrid carry purchases and ads, premium is paid up front.
- Players arrive through eight acquisition channels, four of which buy media while the organic and earned channels deliver installs at no media cost.
- A four-band spend model separates non-spenders from minnows, dolphins, and whales on play time, purchase frequency, and basket.
- Live-ops events run inside dated windows and publish a participation forecast; every in-app product carries a launch date and is never sold before it.
- Excludes raw telemetry, crash logs, device fingerprints, IP addresses, PII, anti-cheat, esports, and UGC marketplace data.
Recent Business Events
- 1Quorrim expanded its live-ops calendar from about 1.3 events a month to 1.8, and tentpole seasons now draw about three times an occasional collab.
- 2A revamped battle-pass and subscription lineup, staged through the window, lifted those two categories from 26% to 44% of in-app revenue.
- 3The studio rebalanced spend toward paid social and search ads, together up from 71% to 77% of the media budget, while cost per install edged down.
- 4Summer and holiday windows remain the strongest engagement and monetization seasons, with a new-year lull.
These are the operating questions this kit is optimized to answer first.
Daily sessions, active players, play time, and retention by signup cohort, game, and platform
IAP revenue by product category, spend band, game, and platform
Ad revenue, impressions, and eCPM by ad format and country
Live-ops participation, scores, and rewards by event, type, scale, and run window
UA spend, installs, and cost per install by channel, and revenue-to-spend efficiency
Embedded Analytical Stories
Engagement and retention
track sessions and active players over time and by signup cohort as the acquired base compounds.
Monetization mix
compare IAP revenue across product categories and spend bands, and ad eCPM across formats and countries.
Portfolio and platform fit
compare free-to-play, hybrid, and premium titles, and see how each platform's catalogue shapes its revenue.
Live-ops impact
connect the event calendar and its run windows to participation, completion, and score, and compare each event against its forecast.
Progression
follow level and milestone progress across titles, where every milestone matches the level reached.
UA efficiency
trace spend, installs, and cost per install by channel, watch the budget shift across the window, and compare against revenue.