ABOUT SPACE APE
Space Ape's hit real time strategy game, Samurai Siege, has been played by over 11m people and generated over $50m in revenue since it's launch in October 2013. The game was built by a team of 12 over 6 months.
Samurai Siege has sustained in the grossing charts where many...
ABOUT SPACE APE
Space Ape's hit real time strategy game, Samurai Siege, has been played by over 11m people and generated over $50m in revenue since it's launch in October 2013. The game was built by a team of 12 over 6 months.
Samurai Siege has sustained in the grossing charts where many come and go in no small part because of the team's focus on live operations. Every week new content is pushed live, marketing strategies are refreshed and the game is optimised based on a combination of player research and analytics.
ABOUT THIS PRESENTATION
This presentation shows the evolution of the Samurai Siege analytics stack and some of the applications of the data by Space Ape's product, marketing and community teams.
The stack started as a simple MVP but evolved over time as the game matured and the competitive landscape changed. It is now a fully functioning service that was easily replicated to support the launch of their next game Rival Kingdoms (currently in public Beta). As such, the presentation will be of interest to smaller games studios who are figuring out how to prioritise investment in data as well as established studios who might be re-thinking their legacy systems and figuring out how to bring the data focus needed to succeed in the modern free to play games business.
This presentation was made by Space Ape's analyst Richard Reyes and shared with local game developers at the Great British Big Data Game Show & Tell in London on 25 February 2015.
For more on Space Ape's Live Ops and Analytics stacks see
Retention
Average Revenue Per User
Average Revenue Per Paying User
Daily/Monthly Active Users
New Users
Session Length
Average Sessions Per User
Spend Metrics
Spender Conversion %
Life Time Value
Re-engagement
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Key Segments
Spend Tiers
Time Cohorts
Acquisition Channel
Device Platform
Country
In Game Segments e.g. Castle Level
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Real-time dashboards
Activity Monetization @
New Users DAU DayIRoongagement Conversión Revenue Purchases
27 42,600% 67 1347% 5 4400% os $46 W50% 5,426 45,019%
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Day Retention Day? Retention Day 30 Retention ARPUDaiy ‘ARPPUDaly Deu
08% 08% 0% $0.69 189% $46 ¥50% 140%
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Number of Sessions and Average Session Length for the last — Top Selling Items for the last 14 days Liquid +
24 hours
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