Luca Barberis

How did this event or season's revenue break down by source?

№ 141 · Event / season revenue waterfall

01

Definition

MetricPeriod revenue decomposed by event and offer type, and event uplift over baseline

Unit% of period IAP revenue by component; % uplift over pre-event daily baseline

Bars walk through revenue contribution per event or live-ops season. Tag each transaction with event or season ID. Identifies which events worked and which were duds. Example: $1.2M baseline, +$680K event uplift, +$240K exclusives, -$110K hangover = $2.0M event total.

02

Benchmarks

Bottom 30%MedianTop 30%
event windows producing under 10% uplift, or a spike that gives the gain back within the following weekevent windows lifting daily revenue roughly 15% to 25% over the pre-event baselinea major event window lifting daily revenue 40% or more over the pre-event baseline, with the post-event baseline holding at or above the pre-event level

Top-grossing mobile free-to-play titles running structured live ops, 2024 to 2026. Uplift measured against the same title's pre-event daily revenue baseline, not against the same calendar period a year earlier. No provider publishes a component-level revenue decomposition, so the shares between pass, event bundles, gacha and base store are not benchmarked here. · This is the weakest card in the section and should be labelled as such wherever it is used. No Tier 1 or Tier 2 provider publishes a revenue waterfall by event component, because the split lives inside publisher-side data that is never aggregated across companies. What is published is adoption, meaning which event types exist and how many run concurrently, plus single-title case evidence of uplift. The bands above are therefore assembled from case examples and adoption data rather than measured across a sample, and they should be treated as a shape to test against your own baseline rather than as a target. Uplift is also highly sensitive to the baseline window chosen, since a quiet pre-event week inflates the measured lift mechanically. The GameRefinery battle pass and gacha penetration figures are from 2022 and are flagged.

Category split omitted: No two independent Tier 1 or Tier 2 sources publish event revenue decomposition by genre or by event type, so any category split here would be invented rather than sourced.

03

When it looks bad

The event bar is large but the bar immediately after it sits below the pre-event baseline, so the waterfall is showing revenue pulled forward rather than revenue created.

Event week at $412k against a $330k pre-event baseline, followed by two weeks at $291k and $302k, netting roughly $19k of incremental revenue behind a 25% headline lift.

04

What to do about it

  • Measure every event against the two weeks after it, not only the window itself. A pull-forward and a genuine lift look identical inside the event window and separate only on the post-event baseline, which is the number the waterfall should be anchored to.
  • Split monetisation events from retention events on the calendar. Attaching a payment prompt to every content drop trains players to ignore prompts and trains high-value payers to wait for the next discount, which shows up later as a flatter base-store line.
  • Report participation rate alongside revenue for every event. An event that moves revenue while touching a small share of actives is a whale-tier offer with an event skin on it, which is a legitimate choice but a different one, and it should not be counted as a retention initiative.
  • Hold cadence near one major event every 14 days with lighter daily touchpoints rather than stacking 3 to 4 day cycles back to back. The 80 to 100 monthly touchpoints seen in top casual titles and 20 to 40 in midcore (Game Growth Advisor) are layered systems, not a queue of major events.
05

Sources

  1. Sensor TowerWinning with Live Ops: Strategic Insights from Top-Grossing Mobile Games · 2025 · top-grossing mobile games of 2025; 135 titles generated over $100M in IAP revenue, collectively $50.8B; IAP estimates from App Store and Google Play, excluding ad monetisation and alternative payment channels Strategy titles generated nearly $15 billion, the largest category. A 4X strategy title rolled out nine interconnected Halloween-themed events in late October 2025, and the coordinated event portfolio drove daily revenue to a three-month peak. sensortower.com ↗
  2. GameRefinery (a Liftoff company)Drive Up Your Revenues with Seasonal Events · 2024 · top-grossing 100 iOS mobile games, Live Events Tracker Over 90% of the top-grossing 100 iOS mobile games actively use seasonal events to drive revenue, and players now expect an influx of new content around notable calendar events. gamerefinery.com ↗
  3. GameRefinery (via Gamesforum)The trends shaping the world of LiveOps · 2025 · GameRefinery live events tracking across top free-to-play titles, May 2023 to January 2025 The number of events in top free-to-play games increased 35% between May 2023 and January 2025, with midcore titles running more than 20 events concurrently on average, and formats shifting from task-based events to overarching seasonal frameworks. gf.symphonyonline.co.uk ↗
  4. Liftoff and Singular2025 Casual Gaming Apps Report · 2025 · 1.4 trillion impressions, 63B clicks, 2.5B installs, $11.9B ad spend, February 2024 to February 2025, with GameRefinery event analysis Nearly all event types saw higher adoption rates in 2024. Minigame events grew 31% between Q1 and Q4 2024, with thinking minigames highest, and co-op partner missions, seasonal albums and win-streak events also growing. liftoff.ai ↗
  5. AdjustLive-ops for mobile games: strategy and best practices · 2025 · single-title case evidence plus Adjust platform commentary; case example not a benchmark A card title introduced a holiday-themed campaign with limited-time objectives and festive visuals and recorded a 160% spike in downloads and a 20% lift in revenue during the campaign window. adjust.com ↗
  6. Game Growth AdvisorLiveOps Strategy for Mobile Games: The Complete Playbook · 2026 · secondary analysis of GameRefinery, Sensor Tower and publisher live ops data 84% of mobile IAP revenue comes from games running active live ops programmes. Battle passes typically sell at $5 to $15 per season with tier acceleration and engagement monetisation layered on top. Top casual titles run 80 to 100 monthly event touchpoints against 20 to 40 for midcore. gamegrowthadvisor.com ↗
  7. Sensor TowerState of Mobile 2026 · 2026 · iOS App Store and Google Play, 2014 to 2025 Strategy, shooter and puzzle were the strongest IAP revenue growth genres in 2025, driven by titles whose growth is explicitly event-calendar led rather than acquisition led. sensortower.com ↗
  8. GameRefinery (via PocketGamer.biz)Innovative Monetization Features Snapshot Report · 2022 · top 20% grossing mobile games in the US and Japan Battle pass implementations appeared in roughly 60% of the top 20% grossing mobile games, and gacha mechanics in about three-quarters of the US top 20% and 93% in Japan. Dated 2022 and included for structure rather than current penetration. pocketgamer.biz ↗
  9. ASO WorldGlobal Mobile Game Rankings, June 2026 · 2026 · monthly global revenue and download rankings with live ops attribution commentary; Tier 3, corroboration only The month's top-grossing title was driven by an in-app event calendar, with a single themed event creating the sharpest revenue spike of the month, and the second-placed title recording its strongest revenue performance during a two-and-a-half week tournament event. asoworld.com ↗
  10. Juego StudioHow to Build a LiveOps Strategy for Games · 2026 · practitioner guidance; Tier 3, corroboration only A sustainable mobile cadence is one major event every 14 days supported by lighter daily touchpoints, and running content events on a 3 to 4 day cycle without rest periods causes player burnout faster than a content gap does. juegostudio.com ↗