A Horror Game designed for suspense-seeking players aged 16–35, combining puzzle-solving, stealth mechanics, and jumpscare-driven narratives. Built on Unity, the game featured episodic level releases and evolving AI antagonists, with immersive audio and low-light visuals tailored for mobile screens.
Key launch metrics (Month 0):
Pain‑Point | Baseline Data | Impact |
Tutorial bounce | 21 % users exited before first chase scene | Weak monetization funnel and retention |
Limited IAP engagement | 88 % of payers bought a single jump-scare shield | Stagnant revenue with poor LTV prediction |
Ad interruptions | Interstitials mid-cutscene = rage-quit spikes | Drop in retention and poor user reviews |
Underperforming Tier-3 LTV | 43 % installs, only 9 % revenue | Need for localized monetization triggers |
Layer | Implementation Detail | KPI Uplift |
First-Time Bundle | $0.99 (jump-scare shield ×3, ad-free for 48 h, rare skin). Offered post Episode 1. | 11.3 % CTR, 6.4 % CVR; 58 % buyers returned for Episode 2. |
Fear Crates (Loot Boxes) | Themed boxes with hints, tools, and unlockables. Tiered by fear level. | AOV rose to $4.73 (from $2.91 baseline). |
Survivor Pass | Monthly $3.99 sub (free revive/day, exclusive story scenes, XP boost). | 3.6 % payer opt-in; 88 % monthly renewal. |
Rewarded Ads | • “Second Chance Revive” (Unity Ads) | |
• “Decode Faster” boost (AdMob) | ||
• “Unlock Diary Page” (Bigo) | Daily rewarded ads/user: 0.8 → 1.47 (+83 %). | |
Interstitial Logic | Only triggered post-cliffhanger or during rest screens. Capped to 2/session. | eCPM rose +27 %; rage-quits −52 %. |
Revenue Source | Share | Networks / Tech |
IAP (Crates & Revives) | 42 % | Mintegral, Remote Config |
Rewarded Video Ads | 30 % | Unity Ads, AdMob, Bigo |
Survivor Pass Subscription | 21 % | Stripe / Google Play Billing |
Interstitial Ads | 7 % | Capped, post-event only, via AdMob Mediation |
Metric | Month 0 | Month 3 | Month 6 | Δ % |
ARPDAU | $0.045 | $0.091 | $0.131 | +191 % |
IAP Conversion | 2.2 % | 3.8 % | 5.3 % | +141 % |
Rewarded Ads / User / Day | 0.8 | 1.2 | 1.47 | +83 % |
D7 Retention | 19 % | 25 % | 30 % | +58 % |
Daily Revenue | $3.5 K | $6.7 K | $9.1 K | +160 % |
(All figures net after store fees)
This horror game’s monetization scaled by focusing on moment-driven fear mechanics, immersive pacing, and contextual ad design. Strategic bundle timing, opt-in ads, and localized IAP tiers ensured high payer retention and positive review sentiment despite the niche genre. Steady growth across months validated horror as a viable revenue genre when paired with the right ad stack and player respect.
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