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Publisher playtest telemetry — July 16–19, 2026 (baseline)

The first real-cohort test of the released build. This is the baseline the action pivot must beat — cited by docs/design/action-pivot/ and the Phase-3 metrics gate in its implementation plan.

Build under test: the pre-joystick tap-to-move stealth build (last client commit Jul 15; the virtual joystick landed Jul 21, after the test window). The cohorts played the stealth game with its full verb set — tap-to-move, sprint, swipe-dodge, tap-hunt. Data interpretation must account for this: the stealth loop failed with its tools, not because the joystick stripped them.

Cohorts

250 installs across four daily cohorts (Jul 16–19, ~58–75 each). Not all Jul 18–19 data had arrived at analysis time. Small-n caveat: D2+ cells are single-digit users — treat everything past D1 as directional only. Cohorts 3–4 (Sat/Sun) showed ~2× the D0 playtime of cohorts 1–2 (Thu/Fri) with no client change between them (verified in git) — likely a weekend / creative-mix effect, not a product signal.

Headline metrics (weighted means)

Metric Value Note
CPI $1.52 Within benchmark — the visual set sells. Best creative: standard camera, B&W environment, colored characters
D1 retention 22.5% Cohort range 15.3–24.1%; significantly below target
D2 / D3 retention 16.4% / 3.45% D2→D3 collapse; single-digit users
D0 playtime 20.6 min Over 2.2 sessions → ≈9.4 min/session
Session ≈ raid ~1 raid/session 9.4 min ≈ roundTime 600 s — the raid length dictates the session
D1 playtime (returners) 25.5 min / ~3.1 sessions Returners are engaged — the kernel works for the ~20% it lands with

Funnel

Tutorial (7 stages, steps 0-1 … 0-7): 93–98% completion per step, cumulative 75.5%. No single broken step — the loss is the accumulated price of seven sequential gates. The only tutorial step with meaningful fails is 0-5 Open Combat (fail/complete 3.11).

Real floors: 17–35% churn per floor. 65.2% complete 1-1 · 25.7% reach biome 2 · 15.9% complete 2-1 · 6.0% complete 3-1.

Fail-rate curve maps to content introductions

Floor Fail/complete What enters there (mobIntro / config)
1-1 1.32 — baseline melee (spider, goblin)
1-2 13.79 Thorn Hound — pack-flagged, the first real melee pressure (correction 2026-07-23: an earlier note blamed its authored speed 162, but non-boss mobs move at player parity via enemyScale.enemySpeedMul — authored speeds are inert)
1-3 9.38 Emberling — first ranged enemy
1-4 12.99 Bone Thug
1-5 43.86 Boss floor — Brute hp 1500 × mobHpMult 2
2-1 18.92 Rivals appear (prog.botsFromBiome 1) + Warden — first mob that out-sees the player's fog (visR 340 > 300); churn 35%

The difficulty problem is spiky, not uniform — a blanket nerf would flatten the game along with the spikes. The spikes are individually addressable (hound entry floor, boss encounter design, the 2-1 triple-stack of new pressures).

Publisher read

Kill the game or make major changes to gameplay and core mechanics; CPI is good enough to test hypotheses quickly. Directive: a new extraction game reusing the current assets and part of the mechanics — not an iteration of the current game. The action pivot (docs/design/action-pivot/) is the response.

Pivot targets derived from this baseline (Phase-3 / G3 gate)

Metric Baseline Target
FTUE completion 75.5% ~88%+ (3 stages at the same ~95%/step)
D1 retention 22.5% 30%+
D0 sessions / raids per session 2.2 / ~1 3+ / 2–3
Fail/complete on 1-1 and 1-2 1.3 / 13.8 < 5 (the "designed win")
Reach biome 2 25.7% 45%+