Unit economics
Is one player worth it?
Kai has an idea: "Let's spend $300 on ads for Garden Defense!" Smart or not? To answer, we need unit economics: the money maths for one unit, here one player. What does a player cost to get, and what do they bring in?
Start with CPI (cost per install): ad spend ÷ installs from those ads. Example: $300 of ads brings 1,000 installs, so CPI = $300 ÷ 1,000 = $0.30.
Players who find the game by themselves are organic installs and cost nothing. Ad accounts need an adult, so a parent runs any campaign with you.
Read the numbers
1Garden Defense ad campaign (example)2 3Ad spend $4004Ads shown 80,0005Clicks 2,0006Installs 800
What is the CPI for this campaign?
- $0.50
- $0.20
- $0.005
Show the answer
$0.50
CPI is ad spend divided by installs: $400 ÷ 800 = $0.50. $0.20 is the cost per click, and $0.005 is the cost per ad shown. Only installs bring in players.
ARPU and ARPPU
Now the money coming in. A made-up month for Garden Defense: 10,000 players. Ads earned $500. 200 players bought "Remove ads" or a new world, bringing $400 after store fees.
- ARPU (average revenue per user): all revenue ÷ all players. ($500 + $400) ÷ 10,000 = $0.09.
- ARPPU (average revenue per paying user): purchase revenue ÷ players who paid. $400 ÷ 200 = $2.00.
Only 2% paid, so the two numbers are far apart. In Hyper Shards every player paid $4.99 before playing, so ARPU and ARPPU are the same: about $4.55 each after Stripe's fee.
Quick check
In a free-to-play game like Garden Defense, ARPPU is usually much higher than ARPU.
- True
- False
Show the answer
True
ARPU spreads the money over every player, including the many who never pay. ARPPU only counts the few who pay, so it is much higher.
Lifetime value
LTV (lifetime value) is all the money one player brings in, from install until they stop playing. A simple estimate: money per day played × days played.
Example: a Garden Defense player watches 2 rewarded ads per day they play. Say rewarded ads earn $10 per 1,000 views (a made-up rate; real rates change a lot). That is $0.02 a day. If the average player plays 15 days in total, ads bring 15 × $0.02 = $0.30. Purchases add about $0.04 per player (2% of players spend $2). LTV is about $0.34.
Retention drives LTV. Players who stay 30 days instead of 15 almost double it.
Read the numbers
1Garden Defense, ad plan (example)2 3CPI from ads $0.504LTV per player $0.345Plan: spend $5,000 on ads
What happens if the studio follows this plan?
- Each ad player costs $0.50 but brings back $0.34, so the studio loses money
- The studio makes a profit, because 10,000 new players is always good
- The studio breaks even, because ads always pay for themselves
Show the answer
Each ad player costs $0.50 but brings back $0.34, so the studio loses money
$5,000 ÷ $0.50 = 10,000 players. 10,000 × $0.34 = $3,400 back. The studio spends $5,000 to earn $3,400, losing $1,600. More players is only good if each one is worth more than they cost.
The golden rule
LTV must be higher than what it costs to get a player. If not, growing faster just loses money faster.
Hyper Shards example: for a pay-once game we measure CAC (customer acquisition cost): spend ÷ buyers. Ads cost $0.05 per click, and 1 in 40 visitors buys. CAC = $0.05 × 40 = $2.00. LTV is about $4.55, so each buyer earns $2.55 more than they cost.
LTV is only an estimate, and servers and salaries cost money too, so many businesses aim for LTV around three times CAC. To fix bad numbers, raise LTV (better retention) or lower CPI (a better store page or ad).
Payback period
The payback period is how long it takes for a group of players to bring in the money it cost to get them.
Hyper Shards pays back on day 0: a buyer pays the moment they buy. Garden Defense earns a few cents a day, so payback takes weeks or months.
Long payback is risky. The studio pays for ads today but gets the money back slowly, so it needs cash in the bank to wait. Ad networks pay late too: AdMob pays out monthly, once earnings reach US$100. And if players quit sooner than expected, some of that money never comes back.
Payback
1Garden Defense, players from May ads (example)2 3Players 1,0004Ad spend $3005 6Money earned from these players7By day 7 $1108By day 30 $2409By day 60 $31010By day 90 $340
When did this group of players pay back its ad spend?
- Between day 30 and day 60
- By day 7
- Never, because $340 is far less than 1,000 players
Show the answer
Between day 30 and day 60
The ads cost $300. By day 30 the group had earned $240, not enough yet. By day 60 it had earned $310, which is more than $300. So payback happened between day 30 and day 60.
Unit economics in four numbers
- CPI or CACWhat one player or buyer costs to get: spend ÷ installs, or spend ÷ buyers.
- ARPU and ARPPURevenue per player, and per paying player.
- LTVAll the money one player brings in over their whole time playing.
- Payback periodHow long until a group of players earns back what they cost.
Bolt says: These four numbers are exactly what investors ask about in Stage 11. Next: growing the team, and when the money is there to do it.
Fact-checked 9 October 2026
- Stripe pricing (US) stripe.com
- AdMob payment thresholds support.google.com
- AdMob payments and payment timeline support.google.com