Retention percentile charts for F2P: what GameAnalytics-style cuts miss
Analysis
By UA Ledger staff — 1 min read

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
| Fact | Limit |
|---|---|
| Sample, period, MAU floor, percentiles, and genre gap are on the page | We do not restate every regional chart |
| Median D1/D7 figures are quoted from the TL;DR/body | Not an endorsement of those levels as targets |
CSV.
Draft prepared 20 September 2026. Local expansion-500 file; human editorial review pending. No CMS write.
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