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: