Keep on Slicing - A Publishing Case Study
summary
Game launches from pitch to second iteration and ARPU test in three weeks, hits 42 million downloads in under two months, and validates UA with a soft‑launch CPI of $0.11 on US iOS. Initial ad creative tests use real‑life ASMR videos, then scale with mixed gameplay+real footage; level churn averages under 5% and early day‑one retention peaks near 62% for core adopters. Live ops ship weekly A/B tests, add challenges and meta, and judge success by LTV vs CPI.
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chapters (14)
- 0:00ASMR Slicing case study intro
- 1:38What is ASMR Slicing
- 4:48Target audience appeal
- 7:38User acquisition process
- 11:08Scaling strategy
- 13:57Development timeline
- 17:12Analytics improvements
- 19:19Soft vs worldwide launch
- 23:20ASMR Slicing lessons
- 24:48Player engagement strategies
- 27:17CPI benchmarks insights
- 31:28Balancing CPI LTV creative
- 33:15Retention metrics
- 35:03LiveOps importance
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