Interactive demo
Cohort retention & LTV
The instrument panel a consumer or games business actually runs on. Six levers decide whether a player is worth what they cost to acquire — and the uncomfortable arithmetic is that a product can look healthy on every headline metric while every install quietly loses money. Move the sliders and watch where it breaks.
This is a model, not a simulation. Nothing is sampled and nothing is random: every number follows deterministically from the levers, through a power-law retention curve fitted to hit the D1 and D30 you set. That is the honest way to build a planning tool — it answers "what would follow if retention looked like this", which is the question the levers are actually asking.
Levers
D30 retention cannot exceed D1 — it has been clamped to keep the curve monotone.
D7 retention
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Avg lifetime
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LTV @ 180d
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Payback
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LTV : CAC
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Steady-state DAU
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The area under this curve is the average number of days a player stays active — which is the only thing that turns ARPDAU into LTV.
Where the curve crosses the acquisition line is payback day. Past 180 days, most of the curve is flat — late revenue rarely rescues a bad cohort.
Hold installs constant and DAU converges to installs × average lifetime. Growth stalls at that ceiling no matter how much you spend.
Cohort triangle
Each row is a weekly cohort, each column its age. Cohort quality drift is the thing a single headline retention number hides: scale acquisition hard enough and later cohorts come in worse, so the business degrades while the average looks stable. Set the drift negative and read down a column.
Percentage of each cohort still active. Read across for one cohort's decay; read down for whether the cohorts you are buying now are worse than the ones you bought before.