Headline numbers: all countries and campaigns; “mix-adjusted” and “drop top payer” are the controls above. Check any of them per country or campaign with segment A / B.
Effects are mix-adjusted with the top payer dropped, against the previous build, for all countries and campaigns. ARPU swings under ±40% are within the noise floor. The dev numbers builds 30–36 differently from what devices report (dev 30–31 ≈ v32, dev 35 ≈ v36 by date), so those rows are matched by date — worth confirming with the dev.
| Build | Dev says it shipped | Seen in the data | Effect | Verdict |
|---|---|---|---|---|
| v17 | Campaign game mode; toy tutorial fix | Tiny Guide pass and 10-day ad pack start selling | ARPU +70%, D1 ±0 | Can't tell v16 is a thin baseline and the ROAS campaigns were ramping the same week. |
| v18–19 | Research + Astrology finished; new package shop | Gem research-skip spending (v18) | ARPU −31% / −29%, D1 +1.9pt then flat | Nothing clear Swings sit inside the noise floor. |
| v20 | Sugar World mode + packs; main quest update | 4 new packs sell | ARPU +54%, D1 −0.5pt | Probably helped revenue Modest, close to the noise floor. |
| v21 | Astrology completed | No new events (an ads → hero switch on 08-21 is not in the dev log) | ARPU +3%, D1 −0.3pt | Nothing |
| v22 | Hero system + Alchemy (big batch), Treasure UI | Alchemy / Astrology / Toy live; Treasure unused until v25 | D1 +2.2pt, ARPU −73% | Engagement up, revenue down 774 installs and a 3-day life, but the drop survives every control. Worth asking whether Alchemy hands out heroes that packs used to sell. |
| v24 | New pet; limited Astrology pack | Pets are not tracked | ARPU back to v21's level, D1 −1.6pt | Reversed v22's revenue drop The pet itself can't be measured. |
| v25 | Pets, Loot (Village), new IAP packs — and the payment bug | Village live | D1 −2.5pt, D7 −2.3pt, ARPU −51%; stage-31 reach 9% vs 16% | Hurt The build, not the traffic — it survives mix adjustment. |
| v26.2 | Pack/event update; 3–10-day ad packs hidden; fixes | Short ad packs gone | D1 +4.5pt, D7 +4.9pt (8.2%, best of the window), ARPU +41% | Helped Mostly undoing v25. |
| v28 | FlyBox cycle (120s with remove-ads, 60s without); Lucky Machine | Fly-box reward reach 3.1% → 1.1%; Lucky live | D7 −3.7pt, ARPU +44% on 182 installs | Can't tell — too small The dev's two files disagree on whether FlyBox was v26 or v28; the data points to v28. |
| v29 | Diary-quest progress fix; tutorial fix | Diary-quest reach +3.6pt; no Hope-pack buyers | ARPU −28%, D1 −0.6pt | Nothing measurable |
| v32 (dev v30–31) | Battle Pass; hero soul + The Nun packs; crash reporting — and No-Ads sale packs removed | Crash logging ✓, sale packs gone ✓; no Battle Pass or Nun/soul activity until v36 | ARPU −43% on 241 installs, D1 −0.3pt | Battle Pass shipped dark The sale-pack removal is covered by the No-Ads report. |
| v33 | — no dev entry — | Nothing new | noise | Nothing Use it as the noise floor. |
| v34 | Account deletion; key-3 pack; 2 talisman packs | No talisman buyers. Difficulty raised — stage 54–56 losses 40% (was ~25%), 77–100 doubled — not in the dev log | D1 −2.5pt vs v29; ARPU +21% vs v29 (mix-adjusted) | Difficulty hurt D1 Ask the dev what changed in game config. |
| v36 (dev v35) | Campaign rebalance; Battle Pass 3 + Daily Quest; hero growth pack; 8 new IAPs; x2 speed only after a rewarded ad; recommend popup on first boss loss | Battle Pass + Daily Quest live; new difficulty wall at stage 34 (losses 10% → 40%) and at 50–53, 57–60 — the old 54–56 wall removed; x2-speed ad use unchanged (2.2% → 2.4%) | D1 −3.2pt (21.4%), ARPDAU +3%; D7 / ARPU on only 32 mature installs | Hurt retention The early lift in spend per player faded with more days. The rebalance moved the difficulty earlier, to stage 34, where far more players arrive than at 54–56 — the likeliest reason D1 fell, alongside the new early-game gates (x2 speed behind an ad, the popup). |
| v37 | Version bump; forced update (Remote Config should-update → 36, force-update → 33) | No new or dropped events vs v36, but stage 34 harder still (45% losses, clear time 30s → 59s); 65% of daily players by 10-25 | D1 +2.9pt raw, +0.9pt mix-adjusted; reach to stage 34 in 3 days 12% → 8%; D7 / ARPU not mature yet | Same features, harder stage 34 Not a clean control after all: the raw D1 rise is the 10-21 install wave, and fewer players get past stage 34 — on 203 installs, so early. |
Things that never shipped to players or can't be seen: pets (not tracked), talisman / The Nun / hero-soul / Hope packs (no purchases), account deletion (no event), and the Battle Pass until v36. v37 has v36's features but an even harder stage 34. Something the dev log misses: v34's difficulty increase.
Drag the timeline (or scroll sideways) to move along it.
Between v20 (3 Aug) and v37 the game added Sugar World, finished Astrology, then Heroes, Alchemy, Toys, Treasure, pets, the Loot/Village loop, the Lucky Machine event, Battle Pass (three versions), Daily Quest, a campaign rebalance and 30+ new IAP packs. First-week revenue per install did not go up once: v20's $0.70 is still the best D7 LTV of the window, and later builds sit between $0.16 and $0.68 (top payer dropped). v34's $0.68 is mostly the 29/09 Tier 1 campaign — about +21% over v29 once traffic mix is equalised.
What this points to: work on the D0–D1 funnel and first-purchase conversion in the first ~30 stages, where every install actually is — not more late-game systems and packs.