Luca Barberis

How does lifetime value accumulate per cohort?

№ 137 · Cohort LTV curve

01

Definition

MetricCumulative revenue per install by days since install

UnitUSD cumulative per install; % of terminal LTV realised by day N

Cumulative LTV per cohort over days-since-install. F2P needs to compound; 60% of LTV in first 30 days means trouble (no long-term retention). Build by tracking per-user revenue across full lifecycle. Example: D30 LTV $2.20, D90 $3.80, D365 $7.40 (healthy compounding).

LTV
Lifetime value. Average gross profit per customer per period divided by that period churn rate, or summed over expected life.
D30
Day 30 retention. Share of a signup cohort returning on the thirtieth day after install or signup.
02

Benchmarks

Bottom 30%MedianTop 30%
D90 cumulative IAP revenue per install under $0.80, with the curve flat after day 30D90 cumulative IAP revenue per install $1.30 to $2.20; roughly 60% of D60 IAP revenue landed by day 7; D180 LTV of $1.80 to $2.50 casual and $4 to $6 midcore in Tier 1D90 cumulative IAP revenue per install above $2.50 in Tier 1 markets, with the curve still climbing between D90 and D180

Mobile free-to-play install cohorts, gross revenue before store fees unless stated, global with Tier 1 called out separately, 2024 to Q1 2026. LTV here is cumulative revenue per install, not per payer and not per daily active user. The terminal point is stated explicitly as D90 or D180 because an unqualified LTV number carries no information. · AppsFlyer publishes genre averages rather than percentiles, so the top30 and bottom30 bands are inferred from the spread between genre averages and are not a measured distribution. Two definitions collide constantly: IAP-only LTV against blended LTV including advertising revenue, which in casual titles is often the larger half. Advertising revenue also accumulates far faster than IAP, reaching 89% of its D60 total by day 7 against 60% for IAP, so a blended curve and an IAP curve have different shapes and cannot be read off the same axis. The D180 casual and midcore ranges are 2024 figures and are flagged as such.

By category
CategoryBottom 30%MedianTop 30%
Casinonot published as a percentileD90 cumulative IAP revenue per install of $2.43 globally and $2.55 in North America and Europenot published as a percentile
Midcore (strategy, RPG)not published as a percentileD90 $2.13 globally and $2.66 in North America and Europe; D180 LTV $4 to $6 in Tier 1 (2024 figure)not published as a percentile
Casualnot published as a percentileD90 $1.34 IAP plus $0.55 advertising; D180 LTV $1.80 to $2.50 in Tier 1 (2024 figure); D30 ROAS 47% on iOS and 15% on Androidnot published as a percentile
Hypercasualnot published as a percentileadvertising-led, D90 advertising ARPU $0.22, with 63% of D60 advertising revenue landing on day 1not published as a percentile
03

When it looks bad

Cohort curves stack in the wrong order, each newer cohort sitting below the one before it at the same day index, and every curve goes flat rather than continuing to climb after day 30.

D30 cumulative revenue per install of $0.94, $0.88 and $0.79 across three consecutive monthly cohorts, with each curve adding under $0.05 between D30 and D90.

04

What to do about it

  • Plot cumulative revenue per install against the cohort's acquisition cost on the same axis so the payback date is read off the chart rather than calculated separately. Cost is fixed for a cohort on day zero, so the crossing point is the only date on the chart that carries a decision.
  • Publish the curve separately for IAP and advertising revenue. Advertising reaches 89% of its D60 total by day 7 against 60% for IAP (AppsFlyer), so a blended curve that looks front-loaded may simply be ad-heavy, and extrapolating it past day 30 will overstate the terminal value.
  • Cut the curve by media source, geography, platform and device tier before extrapolating anything. AppAgent's studio audits find teams routinely under-forecast long-term LTV because a single blended curve averages over cohorts whose shapes genuinely differ, and high-end device cohorts carry materially more IAP value.
  • Refit the LTV model against current retention rather than 2022 or 2023 assumptions. D1 assumptions carried over from casual data of that period run several points high, the error compounds at D7 and again at D30, and the projected payback then never arrives.
05

Sources

  1. AppsFlyerThe State of App Monetization, 2026 Edition · 2026 · $900M verified IAP revenue, $800M subscription revenue, $7.2B advertising revenue, January 2025 to March 2026 D90 IAP ARPU of $2.43 casino, $2.13 midcore, $1.34 casual globally, rising to $2.66 midcore and $2.55 casino in North America and Europe. Advertising revenue reaches 89% of its D60 total by day 7 while IAP reaches 60% and subscriptions 52%. Day 1 alone is 57% of D60 advertising revenue and 38% of D60 revenue across all apps. Paid installs generate 59% of all IAP revenue in gaming. appsflyer.com ↗
  2. AppAgentLTV > CPI: The Complete Guide to Mobile Game Profitability, drawing on The LTV > CPI Playbook · 2026 · practitioner framework plus data audits across multiple game studios; Tier 2 operator dataset In 2024, casual games in Tier 1 markets saw D180 LTV in the $1.80 to $2.50 range while midcore titles reached $4 to $6 or more. LTV curves differ materially by platform, geography, media source, campaign type and device tier, and teams routinely under-forecast long-term LTV by fitting a single blended curve. appagent.com ↗
  3. Liftoff and Singular2025 Casual Gaming Apps Report · 2025 · 1.4 trillion ad impressions, 63B clicks, 2.5B installs and $11.9B ad spend, February 2024 to February 2025, casual genres only Average D30 ROAS for casual games was 47% on iOS and 15% on Android. Sports games saw the highest D30 ROAS on iOS at 80%, followed by kids at 68% and strategy at 60%. RPG led on Android at 39% and tabletop was lowest at 7%. liftoff.ai ↗
  4. Moloco2025 State of Mobile Gaming: In-App Purchase Trends of Leading Apps · 2025 · 100 top-grossing gaming advertisers, 4B installs, 65M purchase events, $8B IAP revenue, January 2023 to December 2024 D7 ARPPU fell 3% year on year while D30 rose 3% and D90 rose 6%, and top advertisers improved D30 and D90 cohort LTV by up to 6% year on year, so value is accumulating later in the curve rather than earlier. moloco.com ↗
  5. GameAnalytics2025 Mobile Gaming Benchmarks · 2025 · n=11,600 gaming applications, 1.48B monthly active users, 9 regions, 16 genres, 2024 calendar year Median D7 retention of 3.42% to 3.94% and 75% of titles below 3% at D28, which sets the retention ceiling that any LTV curve is built on. gameanalytics.com ↗
  6. Sensor Tower (via GameDev Reports)State of the Mobile Market 2026 · 2026 · top 25 games by revenue per segment plus market-wide App Store and Google Play estimates for 2025 Top 25 midcore games show D365 retention of 4% to 5% and declining, so the long tail that supports midcore LTV models is shortening. Average D7 among the top 25 casual games was 14.9% in December 2025. gamedevreports.substack.com ↗
  7. AppMagicMobile Games Monetization Report 2025 · 2025 · App Store and Google Play worldwide, 2023 to October 2025; payer behaviour section covers top 10 grossing US titles By day 90 the share of App Store paying users who had spent more than $100 rose from 22% in 2024 to 32% in 2025 in hybridcasual, so payer depth is building earlier in the curve than it used to. gamedevreports.substack.com ↗
  8. AdjustGaming App Insights Report, 2026 Edition · 2026 · top 5,000 apps plus full Adjust dataset, January 2024 to January 2026, 23 genres, 6 regions, 21 countries Global CPI rose 30% to $0.56 and the median paid-to-organic install ratio rose 61% to 3.33, so the LTV curve has to clear a cost line that is moving up while the curve itself is flattening. adjust.com ↗
  9. AppsFlyerThe 2024 State of Gaming App Marketing · 2024 · $29B in gaming app install ad spend worldwide in 2023 Among the fewer than 5% of users who purchase, transactions occur daily through roughly the first 10 days post install, which is where the steep section of the IAP curve comes from. appsflyer.com ↗
  10. Game Growth AdvisorF2P Monetization Models 2026 · 2026 · secondary analysis of TopOn H1 2025 mediation data and AppsFlyer data covering 9,600 games and 24.8B installs For IAP-dominant midcore and subscription-led games no primary source publishes a usable per-user revenue benchmark, so the curve should be modelled from the title's own payer share and average order value rather than borrowed. gamegrowthadvisor.com ↗