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CREATIVE TECHNOLOGYGaming & esports exclusive

PROPOSED PROJECT

Player Drop-Off Analysis

Help game teams investigate where players stop returning. Use activity records collected with permission, game versions, and player feedback to compare groups, find where progress stops, and identify possible explanations to test. Show how many players each finding represents.

PLAYER RETURN / TWO RELEASE GROUPS

Fewer players returned. Start with the evidence.

Day-seven return window
1,200 eligible players per build

OBSERVED RETURN / DAY 7
Build 1.725%
300 / 1,200 players
Build 1.818%
216 / 1,200 players
0%15%30%

At least one session between 168 and 192 hours after the player’s first session.

Complete eight-day observation windowSample data / not an experiment
Authored player counts for a fictional game. These charts illustrate an investigation report, not measured client results. A missing return event means no return was observed in that window, not that a player permanently left.

Find the point of friction.
Then test the explanation.

Two fictional groups each contain 1,200 new players with a complete eight-day observation period. Build 1.7 has 300 players observed in the day-seven return window; build 1.8 has 216, a difference of seven percentage points. In the ordered progress example, gate completion falls from 720 to 480 players. Paid-acquisition share also changes from 30% to 55%, so the report cannot attribute the return difference to the gate or the release alone. These are authored sample figures, not measured game results.

WHAT IS USUALLY DONE

A dashboard shows fewer returning players after a release, but hides how many players were observed, how long they were followed, and whether the acquisition mix changed. Teams may blame a difficult level from a few comments without checking the event sequence or comparing equivalent groups.

WHAT SOVRUN CAN DO FOR YOU

Sovrun would build an investigation report from permitted player activity, release versions, and feedback. Code calculates clearly defined progress and return measures for groups with complete observation windows. Models help categorize supplied comments and propose questions to investigate, with source examples attached. The report shows where progress differs, how large each group is, what else changed, and which explanations need a controlled test.

Follow the same players
through the same steps.

Each row counts distinct eligible players who completed the steps in order within their first 24 hours. Bar widths use the full 1,200-player group as the denominator. Incomplete tracking must be investigated before interpreting an absent event as failed progress.

01

Started the game

Build 1.71,200 / 100%
Build 1.81,200 / 100%
02

Reached first checkpoint

Build 1.7960 / 80%
Build 1.8900 / 75%
03

Opened harbor gate

Build 1.7720 / 60%
Build 1.8480 / 40%
04

Started first voyage

Build 1.7600 / 50%
Build 1.8420 / 35%
CHECKPOINT → GATE

Where the groups separate.

Build 1.775%720 of 960 checkpoint players opened the gate
Build 1.853.3%480 of 900 checkpoint players opened the gate

These percentages use checkpoint players, unlike the chart above. The difference suggests a place to investigate; it does not identify the cause.

A comparison needs
its limits in view.

Both groups have completed the return window, but they joined at different dates and had different acquisition mixes. This is an observational comparison. The report keeps those differences beside the proposed investigation.

BUILD 1.7 / GROUP RECORD
First session
1–7 September
Eligible players
1,200
Day-one return
540 / 1,200 (45%)
Day-seven return
300 / 1,200 (25%)
Paid acquisition
30%
BUILD 1.8 / GROUP RECORD
First session
15–21 September
Eligible players
1,200
Day-one return
456 / 1,200 (38%)
Day-seven return
216 / 1,200 (18%)
Paid acquisition
55%

Window definitions. Day one is 24–48 hours after the first session. Day seven is 168–192 hours. Records are available through 30 September 2026, so even the last joiner has completed both windows.

Before deciding. Verify event coverage and player eligibility, compare acquisition and platform groups, and reproduce any suspected gate issue. Then test a proposed change with a defined measure and observation period.

A clear finding.
A focused next investigation.

The proposed first report covers agreed game builds, eligible player groups, event definitions, and available feedback. It helps the team choose what to test without turning a correlation into a promised fix.

DAY-SEVEN RETURN
Build 1.725%
300 / 1,200 players
Build 1.818%
216 / 1,200 players
0%15%30%
−7 percentage pointsObserved difference / cause unresolved
01 / A return-rate comparisonCounts and denominators stay visible beside the rates and observation window.
FIRST 24 HOURS / HARBOR GATE

Check the gate step.

Build 1.7
720 / 1,200 completed
Build 1.8
480 / 1,200 completed
Source
Defined ordered events
Check first
Tracking + group mix
02 / A source-linked progress viewOrdered steps show where counts diverge, with the group definition and missing-data checks attached.
INVESTIGATION / NO CAUSE CLAIM

From signal to a test.

  1. Verify events and group eligibility.
  2. Compare like-for-like player groups.
  3. Reproduce the suspected gate issue.
  4. Test a fix with agreed measures.
03 / A testable action planVerify the suspected issue, agree on a change, and measure it with an appropriate comparison and full follow-up window.

How we’d make it happen.

  1. Define who and what can be compared

    Confirm event meanings, consent, identity quality, build version, and observation length. Exclude ineligible records and document missing data before computing measures.

  2. Find where observed progress changes

    Calculate return rates and ordered progress counts. Compare platform and acquisition mix, then attach relevant feedback without treating comments as proof of a cause.

  3. Test a specific explanation

    Agree on an investigation or controlled experiment with the team. Set the main measure, observation window, and checks before judging the result.

Where AI helps

Language models group de-identified feedback and draft source-linked summaries. Optional analytical models can explore associations only after the event definitions, missing-data rules, and evaluation plan are agreed. Counts, percentages, ordered progress steps, and observation windows are calculated in code. The workflow does not infer why an individual left, claim causation from a release comparison, or invent events for missing activity.

What people approve

Analysts define eligible players, event order, return windows, consent rules, and data exclusions. Game designers review possible explanations and decide what to test. Engineers verify that event tracking is comparable between builds. Results describe observed activity in the supplied data, not permanent departure or a guaranteed revenue outcome.

What we’d need to start

  • Permitted, de-identified activity exports with stable player IDs, event times, game versions, and known coverage limits
  • Release notes, acquisition and platform records, and consented player feedback linked to the relevant versions
  • Agreed progress and return definitions, observation windows, exclusion rules, and analytics and design reviewers

How we’d test it

Reconcile every chart to distinct eligible player records and verify that each ordered step follows the previous one. Test late-arriving data, duplicated events, incomplete observation windows, and changed event names between builds. Keep cohort sizes and denominators visible. Validate any causal claim through an appropriate experiment or study; an observational release chart alone cannot establish why players stopped returning.

Prepared for Gaming & esports. We would agree on the work after reviewing your brief, materials, and requirements.

DISCUSS THIS PROJECT

This is a proposed project, not completed client work. The visuals and numbers show example outputs, not measured results.