Retention percentile charts for F2P: what GameAnalytics-style cuts miss

Editorial colour collage hero (plum-gold): PERCENTILES LIE. COHORTS TALK

2026 Mobile & PC benchmarks publish percentile retention but omit genre cuts this cycle. Definition audit only.

Percentile retention charts without genre cuts mislead midcore operators who treat a hybrid-casual median as their bar.

Scope of the 2026 report

GameAnalytics 2026 Mobile & PC Gaming Benchmarks (last updated 24 August 2026) analyses 16,000+ mobile games across nine regions with a 1,000 MAU threshold for calendar year 2025. Global charts use top 1%/5%/10%/25%, median, and bottom 25%. The report states median D1 around 22% early in 2025 and median D7 just under 4%.

What is missing

A methodology note says genre-level benchmarks are unavailable this cycle because of ongoing genre categorization work. Regional cuts exist; midcore vs hyper-casual vs 4X cuts do not. Using the all-genre median as a soft-launch kill line for a midcore title is outside the report’s support.

Facts vs limits

FactLimit
Sample, period, MAU floor, percentiles, and genre gap are on the pageWe do not restate every regional chart
Median D1/D7 figures are quoted from the TL;DR/bodyNot an endorsement of those levels as targets

CSV.

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