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Lucky Machine, hero packs and heroes per player

Tiny Knightfall · Android, non-China · GA4 export through 2026-10-26 · built 2026-10-27

Answers

  1. Lucky Machine was not a measurable net improvement in ARPU, ARPPU or retention. For stage ≥ 31 players, ARPDAU went $0.28 → $0.33 → $0.29 (before / during / after). The during-vs-before gap is $0.05 (90% CI −$0.13 … $0.24), and it is two or three large buyers: payers were 27 / 27 / 26. Veterans came back at the normal rate, and players who reached stage 31 during the event retained no better (D7 16.5%, vs 23.8% before and 18.6% after; the lower 'before' gap follows the late-September traffic change). Its own revenue was $91.72 from 8 pack purchases (6.3% of IAP in its window); the two ticket packs sold 0.
  2. Bring it back, but as a measured test, not as a proven earner, and don't build 2–3 more early events yet. The stage-31 gate did reach players: 40–49% of stage 31–100 players spun. They did not pay, though: every pack dollar came from stage ≥ 101, and early reachers' retention didn't move. An early event is cheap engagement, not revenue. Re-run Lucky Machine with a remote-config holdout and the two defects fixed, and judge the early-event idea on that result.
  3. New hero packs: the Nun pack works, the rest are small, and none of them grew the payer base. The Nun pack ($9.99) sold to 23 buyers / $248 in 5 weeks, the best new pack. The other four together made $136. 1 of 31 buyers made their first-ever purchase on a hero pack; buyers are deep (median stage ~330) existing payers, and ARPDAU and payers per 1,000 DAU did not rise after launch. So they mostly re-route existing payers' money.
  4. Heroes per player: almost everyone has only the starter. Estimated, because no event logs a hero. 68.7% of players who reach stage 31 own only Pom (mean 1.45 of 16); payers average 2.3, mostly because a first purchase grants Knight. The free routes barely land: Volt (5 ads) reaches 18.7% of stage-31 players and Sai (7-day login) 2.6%. Each pack hero is owned by under 2%.

1. Was Lucky Machine a net improvement in ARPU, ARPPU or retention?

No. The 10 event days look a little better on ARPDAU, but the difference is inside the noise, payer counts are flat, and the retention measures are flat or lower. The event added $91.72 of its own pack revenue.

Stage ≥ 31 players (the event's gate), all builds

Stage ≥ 31 playersPlayersPlayer-daysARPDAU (IAP + ads)ARPDAU excl. top payerPayersPayer rateARPPU (10 days)Top payer $
Before (09-06 – 09-15)6552058$0.28$0.23274.1%$20.82$91
Lucky Machine (09-16 – 09-25)5861876$0.33$0.28274.6%$22.15$90
After (09-26 – 10-05)5021440$0.29$0.23265.2%$14.23$76

During − before: ARPDAU $0.05 (90% CI −$0.13 … $0.24); payer rate +0.5 pt (90% CI -1.4 pt … +2.3 pt). Bootstrap over players. 09-28 (export gap) excluded.

Daily ARPDAU of stage ≥ 31 players, 7-day trailing mean

Retention of existing players: followed from one 10-day block into the next

Followed from → intoPlayers (stage ≥ 31, ≥ 3 days active)Came back at allActivity kept (days ratio)Payer rate beforePayer rate afterIAP per player after… excl. top payer
08-07 → 08-1738862.9%0.5417.8%4.1%$0.32$0.25
08-17 → 08-2740159.1%0.5318.0%5.2%$1.46$1.16
08-27 → 09-0639362.3%0.5313.7%3.1%$0.44$0.33
09-06 → 09-16 — event32365.0%0.5710.8%4.3%$1.30$1.02
09-16 → 09-2629465.0%0.559.2%4.8%$0.80$0.54
09-26 → 10-0620971.8%0.6112.0%5.7%$1.47$1.20

Same rule for every row: players at stage ≥ 31 who were active ≥ 3 days in the first block, all builds (intent to treat). "Activity kept" = share of days active in the second block ÷ share in the first. The event row sits inside the range of the other rows on every column.

Retention of players who reached stage 31 (the moment the event appeared)

Players reaching stage 31PlayersD1D3D7IAP per player, first 7 daysPayer rate, 7 daysSpun the machine
Before — reached 31 on 09-02 … 09-1451749.5%34.2%23.8%$2.338.3%1.0%
During — reached 31 on 09-16 … 09-24, event build27847.1%28.4%16.5%$1.295.8%51.4%
After — reached 31 on 09-29 … 10-0719950.3%33.7%18.6%$1.877.0%0.0%

D7 during − before: -7.2 pt (90% CI -12.1 pt … -2.6 pt). Half of the "during" group spun the machine, yet D1–D7 were not higher. The dip vs "before" matches the traffic change of late September (UA campaigns ended; D1 fell game-wide for 25–30 Sep installs), so it isn't evidence the event hurt; "after" is on the same traffic and is level with "during". Day N = active on day N (D3/D7 also accept N+1 so the 09-28 gap doesn't count as churn).

Who played and who paid, by stage

Highest stage during the event (event build)PlayersSpun at least onceMedian spins (spinners)Pack buyersPack $Reached 10,000★ (Leo)
31–509540.0%280$0.000
51–10018148.6%320$0.000
101–2008831.8%341$9.993
201+18130.4%166$69.114

217 players spun (6,915 spins). Ticket packs (x10 $4.99, x120 $49.99): 0 purchases. 7 players reached the 10,000★ milestone, which grants Leo, the same SS hero the $19.99 Divine Cat pack sells (that pack has sold 2).

Why the event couldn't show much. (1) Reach: on day 1 only 11.2% of players were on an event build (v28/29/32/33/34), rising to 80.4% by day 10. (2) Two defects reported on 10-02: ad tickets granted without an ad (87% of ad-ticket grants have no ad), and a check-in double claim (41 players). Free tickets compete with the ticket packs. (3) Spin prizes and pack grants are not logged, so the economy can't be audited. (4) There was no holdout. Every comparison here is before/after, so a +20% effect would be invisible at this scale (~27 payers per 10 days).

Re-run recommendation

2. Should we add 2–3 more events triggered this early?

Not yet. The stage-31 gate brought in players (40–49% of stage 31–100 players spun vs ~30% at 101+), but none of them paid for the event and their retention didn't improve. Two or three more events of the same kind would add engagement we can't show is worth anything. What would change this: the Lucky Machine re-run with a holdout showing a D7 or payer-rate gain for stage 31–100 players.

3. How effective are the new hero packs?

The Nun pack is the one that works (23 buyers, $248, ~$51/week). Hero's Growth, SS Hero + Toys, Soulstone and the Divine Cat pack together made $136. They have not grown revenue overall: buyers are existing, deep payers, and game-wide ARPDAU and payers per 1,000 DAU are flat across the launch weeks.

Hero packs (non-China, through 10-26)

PackLive sinceBuyersRevenue$ per week liveWas buyer's first purchaseMedian stageMedian prior spendTapped (logged)
Lord of Hell — The Nun ($9.99)09-2323$248.26$51.114.3%326$52.3512
Divine Cat — Leo ($19.99)09-222$44.08$8.820.0%343$124.419
SS Hero + Toys — Candle ($4.99)10-116$31.34$13.710.0%392$65.883
Hero's Growth, 24 h per hero ($9.99)10-114$43.88$19.200.0%314$18.6915
Hero Soulstone ($4.99)10-053$17.03$5.420.0%673$20.981
Selective Hero ($24.99, older)08-2914$399.16$47.3614.3%110$95.4828
Lich fragments ($9.99, older)08-2610$109.57$12.370.0%256$108.770
Lord of Hell fragments ($9.99, older)08-2910$105.98$12.570.0%360$134.190

"Tapped (logged)" undercounts. purchase_click isn't fired on every path (the Nun pack sells from its own popup), so tap→buy rates are not meaningful. "Was buyer's first purchase" = no earlier Play-billed purchase on that device.

Game-wide, by week

Week (Mon)Player-daysARPDAU (IAP + ads)ARPDAU excl. new hero packsPayers per 1,000 DAU-daysNew hero packs $Share of IAP
08-316190$0.24$0.2410.7$00.0%
09-076264$0.21$0.219.1$00.0%
09-145040$0.25$0.259.9$00.0%
09-214395$0.21$0.1810.7$15619.6%
09-28 ¹3472$0.18$0.187.8$336.8%
10-053346$0.38$0.3512.3$1059.7%
10-122640$0.23$0.2211.7$326.5%
10-19 ²2879$0.21$0.2011.8$387.4%

¹ includes the 09-28 export gap. ² includes the 10-18 … 10-20 gap. Launches: Nun 09-23 (v32+), Soulstone 10-05, Hero's Growth / Hero + Toys 10-11 (v36).

Did buyers spend more overall, or just on the hero pack?

23 buyers whose first new-hero purchase was on or before 10-12: other IAP in the 14 days before = $38.74 per buyer, 14 days after = $18.11, plus $13.70 on the hero packs themselves, so $31.81 in total after vs $38.74 before. Their total spend did not go up. The hero pack took part of what they were already spending, which matches the flat game-wide numbers.

Why. Hero packs sit behind deep gates (Nun: mine depth 40; Soulstone: stage 115; Hero + Toys: stage 251), so only ~5–10% of DAU can see them, and those players already pay. A hero pack can only grow the payer base if a new or mid-game player can see it. The Divine Cat pack ($19.99, Leo) is ungated but has sold 2. Its price is the likely problem (Selective Hero at $24.99 sold 14, mostly on day 0–3).

4. How many heroes do players get?

One, for most players: 68.7% of players who reach stage 31 own only the starter (Pom); payers typically own 2 (Pom + Knight). The client does not log hero acquisition. These counts are rebuilt from the signals that do exist (below), so read them as estimates. The four craftable heroes are counted when ≥ 50 fragments of a faction were earned. The 7-day-login hero (Sai) is counted when the day-6 claim was followed by a later visit.
PopulationPlayersMean heroesMedian1 (Pom only)23456+
All installs (08-25 … 10-12)104631.10192.2%6.6%0.6%0.1%0.5%0.0%
Reached stage 3116351.45168.7%24.4%3.1%0.3%3.3%0.1%
Reached stage 1015731.80158.1%24.3%7.3%0.9%9.1%0.3%
Payers2412.3120.0%75.9%19.9%1.7%2.1%0.4%

Where those heroes come from

SourceAll installs (08-25 … 10-12)Reached stage 31Reached stage 101Payers
Volt (5 rewarded ads, stage 10)4.9%18.7%14.7%16.2%
Sai (7-day login, day 7)0.6%2.6%3.8%1.7%
Knight (first purchase, any product)2.3%9.4%20.2%100.0%
Leo (Divine Cat pack, or 10,000★ in Lucky Machine)0.1%0.5%1.4%0.8%
The Nun (Lord of Hell pack)0.1%0.7%1.9%4.6%
Candle (SS Hero + Toys pack)0.0%0.2%0.5%1.2%
Selective Hero pack (pick one)0.1%0.4%1.0%3.7%
Crafted from 50 faction fragments0.6%3.5%9.8%1.7%

5. What we suggest

  1. Re-run Lucky Machine as an experiment: one ≥ 90% build, defects fixed, 20% remote-config holdout, prizes and grants logged. Decide on more early events from its result.
  2. Keep the event calendar on the paying group: Dice Adventure, then Fishing (gate 101), each with the same holdout. That is where the measurable money is.
  3. Fix the early wall before adding early content. Stage 34 (v36/v37) and the stage-24 D1 cliff decide early retention more than any event can.
  4. Hero monetisation: bring a hero offer forward. The Nun at $9.99 proves the appetite; it is just gated deep. Test a mid-game SS hero offer (stage 31–65, $4.99–9.99, 48 h) and watch first-purchase rate. That is the one lever here that could grow payers, not just ARPPU.
  5. Price-test Divine Cat (Leo) at $9.99 (it sold 2 at $19.99), and stop handing Leo out free at 10,000★ in the same period.
  6. Give every player a second hero early. 68.7% of stage-31 players still have only Pom; Volt needs 5 opt-in ads, and only ~9% of DAU watch any ad. Granting Volt (or a pick) from a main quest around stage 10–20 opens the roster loop that Hero's Growth, fragments and hero packs sell into.
  7. Log hero acquisition (earn HERO_<id>), so the next report counts heroes instead of estimating them.

Method and data