A mid-core RPG studio running a hybrid IAP-and-ad-supported model, with a player base concentrated in Europe and Latin America, used seasonal events to win back lapsed players and then fed the results back into acquisition targeting. Inactivity windows of 7, 14, and 30 days triggered lifecycle campaigns ahead of each new season, recovering 8–15% of the lapsed cohort within 30 days at 40–70% less than the cost of acquiring a new player. The same event and purchase data informed which markets to expand into next, and new markets typically produced a reliable read within two weeks — evidence the live-ops and acquisition teams could act on together instead of running separate playbooks.
"Live-ops and UA used to be two different meetings with two different spreadsheets. Now the signal from a season launch tells acquisition where to spend next, and that loop is what scaled us into new markets." — Director of Growth