| Item | Details |
|---|---|
| Game Name | Sky bound Tactics |
| Genre | Casual Strategy / Puzzle Adventure |
| Target Audience | Gamers aged: 14-35, Casual gamers looking for quick, rewarding play sessions |
| Launch Goals | Achieve 500,000+ installs within the first 3 months of launch. |
| Pros | Cons |
|---|---|
| High user acquisition | Monetization depends on a small % of users |
| Multiple revenue streams (ads + in-app purchases) | Ad fatigue risk |
| Global market reach | More complex to design and balance |
| Supports long-term engagement |
| Pros | Cons |
|---|---|
| Instant revenue from download | Low download volume |
| Premium perception | Limited global scalability |
| Appeals to niche, story-rich game audiences | Revenue ends after purchase |
| Metric | Freemium | Paid Download |
|---|---|---|
| Revenue Potential | High (scalable) | Low–medium (one-time) |
| User Acquisition | Very High | Low |
| Retention | Medium–High | Medium |
| Market Reach | Global | Limited |
| Player Trust | Variable (depends on ads/IAP) | High |
| Long-Term Value | Strong (IAPs, updates) | Weak |
| Primary Launch Goal | 500,000+ installs in first 3 months | — |
Preferred Model:
Freemium with Hybrid Monetization
Why this model works: