Luca Barberis

Which channels break even fastest?

№ 138 · Payback period by channel

01

Definition

MetricDays from install until cumulative cohort revenue covers acquisition cost

Unitdays to payback

Bar of days-to-CAC-payback per channel. Below 90 days typically healthy. Build by tracking cumulative contribution margin until it crosses CAC per channel. Channels above 180 days usually unsustainable. Example: Search 42 days, Meta 78, Affiliate 56, Display 124 (Display the marginal one).

CAC
Customer acquisition cost. Fully loaded sales and marketing spend in a period divided by new customers won in that period.
02

Benchmarks

Bottom 30%MedianTop 30%
over 270 days, or no crossing point inside the modelled horizon90 to 180 daysunder 30 days

Paid user acquisition cohorts in mobile free-to-play, 2024 to 2026. Payback is the first day on which cumulative cohort revenue equals acquisition cost. State whether the cost term is CPI, meaning media only, or CAC, meaning media plus creative production, tools, agency fees and team, because the two differ materially and CAC is the honest denominator. Revenue net of store fees unless stated. · Genre sets the band far more strongly than channel does, and no Tier 1 provider publishes payback by media source, so the supportable split here is by genre and platform rather than by channel. The genre ranges come from AppAgent's LTV > CPI Playbook and are corroborated in shape by Liftoff's platform ROAS split, but they are practitioner ranges rather than a measured distribution. Payback is also routinely quoted on CPI when it should be quoted on CAC, which understates the real window by weeks. The working capital consequence is the part most teams skip: at a 90-day effective payback, daily spend of $3,000 keeps roughly $270,000 permanently locked in cohorts that have not yet broken even.

By category
CategoryBottom 30%MedianTop 30%
Hypercasualbeyond 7 days, at which point the model does not work2 to 7 days2 days
Hybrid-casualbeyond 60 days7 to 60 daysunder 14 days
Casualbeyond 180 days60 to 180 daysaround 60 days
Midcore and hardcorebeyond 730 days180 to 730 daysaround 180 days
Casual on iOSnot publishedD30 ROAS of 47%, so under half of cost is recovered by day 30not published
Casual on Androidnot publishedD30 ROAS of 15%, so under a sixth of cost is recovered by day 30 despite a much lower CPInot published
03

When it looks bad

Payback bars lengthen month over month across every channel at once while the cost bars sit flat, which means the revenue side of the ratio is eroding rather than the cost side rising.

Blended payback moving from 96 to 118 to 141 days across three consecutive cohorts with CPI steady at $1.60, and one channel showing no crossing point at all inside the 180-day window.

04

What to do about it

  • Quote payback on CAC, not CPI. Adding creative production, tools, agency fees and team typically moves the window out by weeks, and every capital plan built on the CPI version understates how much cash is locked inside cohorts.
  • Set the payback gate by genre rather than running one company-wide number. Hypercasual pays back in 2 to 7 days and midcore in 6 months to 2 years (AppAgent Playbook), so a single 90-day rule either starves the midcore title or over-funds the casual one.
  • Check the genre's spend-to-revenue gap before blaming campaign execution. In the US in 2025, lifestyle and puzzle took 56.2% of gaming ad spend for 41.3% of IAP revenue while casino took 10.4% for 21.6% (Sensor Tower), so part of a long payback is auction structure rather than anything the UA team controls.
  • Size the UA budget from the working capital the window actually locks up. At a 90-day effective payback, $3,000 of daily spend keeps roughly $270,000 permanently tied up in cohorts that have not broken even, and that money has to sit in the business alongside operating costs.
05

Sources

  1. 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 Typical payback times by genre: hypercasual 2 to 7 days, hybrid-casual 7 to 60 days, casual 2 to 6 months, midcore and hardcore 6 months to 2 years. At 105% D120 ROAS it takes $200,000 of ad spend to generate $10,000 of margin, against $16,700 at 160% ROAS. appagent.com ↗
  2. 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 Average D30 ROAS of 47% on iOS and 15% on Android for casual games. Sports highest on iOS at 80%, kids 68%, strategy 60%; RPG best on Android at 39%; tabletop lowest at 7%. Average casual CPI of $1.41 on iOS and $0.14 on Android. liftoff.ai ↗
  3. LiftoffWhat is a good ROAS? 2026 benchmarks for app marketers · 2026 · Liftoff campaign data plus referenced Segwise benchmark analysis Advertising-driven games generally need to show returns within 30 days, while IAP-driven games may take 90 to 180 days to hit their payback window, which can be acceptable if LTV projections support the spend. liftoff.ai ↗
  4. 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% year on year to $0.56. Most expensive installs are slots at $4.47, idle RPG at $3.19 and strategy at $1.03. North America CPI $1.68, Europe $0.53, LATAM $0.14. Average CPM rose 20% to $4.34, with North America at $15.98. adjust.com ↗
  5. Liftoff and GameRefinery (via GameDev Reports)Casual Games in 2024 · 2024 · 355B impressions, 36B clicks, 90M installs, April 2023 to April 2024 Average casual CPI of $2.17, with $0.65 on Android and $4.83 on iOS. Regional CPI of $6.78 in North America, $1.11 EMEA, $1.05 APAC, $0.44 LATAM. Average D7 ROAS of 5.7%. gamedevreports.substack.com ↗
  6. AppsFlyerThe State of App Monetization, 2026 Edition · 2026 · $900M verified IAP revenue, $7.2B advertising revenue, January 2025 to March 2026 IAP revenue reaches 60% of its D60 total by day 7 while advertising reaches 89%, which is the mechanical reason advertising-led titles pay back in weeks and IAP-led titles do not. appsflyer.com ↗
  7. 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 The top 1% of iOS winning bid prices surged 140% in 2024 while median bid prices held steady, so payback on the highest-value user segment is lengthening even where the median cost line is stable. moloco.com ↗
  8. AppAgentMobile Game Retention Benchmarks: Know Your Numbers · 2026 · practitioner reference ranges from commercially scaled games; Tier 2 operator dataset A healthy LTV-to-CAC ratio is roughly 3:1. A 1:1 ratio is breakeven and defensible only as a short-term land grab, ratios above 5:1 suggest underinvestment in growth, and hypercasual frequently fails to clear 2:1. appagent.com ↗
  9. Sensor Tower (via AppAgent)State of Mobile 2026, gaming spend and revenue share · 2026 · US market, 2025 gaming ad spend and IAP revenue shares by genre In the US in 2025, lifestyle and puzzle drew 56.2% of all gaming ad spend while generating 41.3% of IAP revenue. Casino was the mirror image at 10.4% of spend for 21.6% of revenue. Action and strategy were roughly balanced at 30.7% against 34.8%. sensortower.com ↗
  10. MetricusMobile Game User Acquisition and Publisher Distribution 2026 · 2026 · industry analysis of publisher UA practice; Tier 3, corroboration only A 120-day payback assumption has become a common planning default for iOS user acquisition under aggregated attribution, with incrementality testing used to validate it. metricusapp.com ↗