Sessions, retention cohorts, IAP and ad revenue, and live-ops
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.
These are the operating questions this kit is optimized to answer first.
track sessions and active players over time and by signup cohort as the acquired base compounds.
compare IAP revenue across product categories and spend bands, and ad eCPM across formats and countries.
compare free-to-play, hybrid, and premium titles, and see how each platform's catalogue shapes its revenue.
connect the event calendar and its run windows to participation, completion, and score, and compare each event against its forecast.
follow level and milestone progress across titles, where every milestone matches the level reached.
trace spend, installs, and cost per install by channel, watch the budget shift across the window, and compare against revenue.