Soft Launch a Mobile Game in Cheaper Countries

Key takeaways

  • Test one question at a time: technical stability first, then retention, then monetization, and write down the number that means go or stop before you start.
  • Pick a few countries that resemble your launch markets but cost less, and limit store availability to them in Play Console and App Store Connect.
  • Retention needs a few hundred players per cohort and monetization needs more, so buy players per result, per country, and keep each source in its own cohort.

What is a soft launch for a mobile game?

A soft launch is a limited release of your game in a few chosen countries before the worldwide launch. You use it to find crashes, measure whether players come back, and check that the game earns money, while installs are cheaper and mistakes are seen by few people. When the numbers meet the targets you set in advance, you launch everywhere; when they do not, you fix the game or stop before the expensive part.

This guide covers the plan: what to test, where, how to set it up in the stores, and how many players you need before a number means anything. For promotion tactics on a small budget, see How to promote a mobile game on a small budget.

Three goals, tested in order

A soft launch that tries to answer everything at once usually answers nothing. Most studios split it into phases, and each phase has one question and one number that decides the next step.

PhaseThe questionWhat you measureTypical length
1. TechnicalDoes the game run on real devices and networks?Crash-free sessions, load times, errors by device model, server loadOne to two weeks
2. RetentionDo new players come back?Day 1, day 7, and later day 30 retention, tutorial completion, session lengthThree to six weeks, with cohort updates
3. MonetizationDo players spend or watch ads, and is it enough?Payer conversion, ad revenue per user, ARPU by day 7 and day 30Four weeks or more

The lengths are a planning range, not a rule. A phase ends when its number is clear, not when the calendar says so. If day 1 retention is far below your target, there is no point testing monetization yet: fix the first session and run phase 2 again.

Write your go and stop numbers before the first install. For example: crash-free sessions above an agreed level, day 1 retention above the figure your genre needs, and a cost per retained player you can afford. Our app retention benchmarks show published numbers by genre to help you set realistic targets.

How to choose soft launch countries

A good test country behaves like the markets you will launch in, but costs less to buy players in and has a smaller audience that will see your rough first version. Three things matter:

  • Similar players. Language, devices, payment habits, and genre taste should resemble your target markets. Retention measured in one region does not always carry over to another.
  • Lower cost per player. You will buy many players to get clean cohorts, so each one should cost less than in your main market. Cost per install by country shows published prices.
  • Enough volume. A country so small that you cannot buy a few hundred players a week will stall your test.

Industry coverage has named the same few markets for years. A 2016 PocketGamer.biz study of soft-launched games found Canada used as a test country in 72% of the games it studied, followed by Australia, the Philippines, Sweden, and New Zealand. The reasoning still holds: Canada, Australia, and New Zealand resemble the US and UK at a lower cost, and the Philippines combines strong English use with low prices, which suits technical tests. Treat this as a starting point, not a recommendation for your game.

Illustrative country plan for an English casual game

Phase 1 in the Philippines on Android only, for many devices at a low price. Phase 2 in Canada and Australia on both platforms, because their players are closest to the US launch market. Phase 3 adds Nordic countries to test spending. Country tiers are a shortcut here, and Tier 1, 2 and 3 countries explained covers where they mislead.

Pick by the language of the build too. If your game is not localized yet, test where players use the language it ships in, or the results will measure the translation gap instead of the game.

Limit availability in the stores

Both stores let you release to chosen countries only, so the game is simply not available elsewhere during the test.

  • Google Play. Play Console Help explains that you can target a release in production, open testing, or closed testing to users in specific countries, from the Countries/regions tab of each track. Testing tracks follow the production country list by default unless you unsync them. Google notes that targeting is based on the user’s Play country, where their account is registered, not their current location, so a traveler will not see your game and a VPN does not change it.
  • App Store. App Store Connect Help describes the App Availability section under Pricing and Availability, where you choose All Countries or Regions or Specific Countries or Regions. Select only your test countries, and add the rest at global launch.

Two more store details to plan for:

  • New Google Play developer accounts must pass a closed test before production access. Read Google Play’s 12-tester rule and budget the time before your soft launch date.
  • Early ratings stay. Ratings left during the test remain on your listing in the test countries after global launch, so a buggy phase 1 can follow you there. This is one more reason to start with a small technical test.

The metrics that decide go or stop

MetricHow it is calculatedWhat it tells you
Crash-free sessionsSessions without a crash ÷ all sessionsWhether the build is stable enough to spend on
Tutorial completionPlayers who finish the tutorial ÷ installsWhether the first minutes work
Day 1, 7, 30 retentionPlayers active on that day ÷ installs of the cohortWhether the game is worth playing again
Payer conversionPlayers with a first purchase ÷ installsWhether the store and offers make sense
ARPU by day 7 and 30Revenue from purchases and ads ÷ installsWhat a player is worth, the ceiling for your cost per player
Cost per retained playerSpend ÷ players active on day 7Which country and source to scale

Always read these by cohort: players who installed in the same week, from the same source, in the same country. A blended number mixes a good week with a broken build, or a strong country with a weak one.

How many players do you need?

Retention is a share of a group, so its precision depends on how many players are in the group. A common way to estimate it is the margin of error for a proportion: 1.96 × √(p × (1 − p) ÷ n) at 95% confidence, where p is the rate and n the number of installs.

Installs in the cohortDay 1 retention of 35%, give or takeDay 7 retention of 12%, give or take
2006.6 points4.5 points
5004.2 points2.8 points
1,0003.0 points2.0 points
2,0002.1 points1.4 points

The 35% and 12% are example rates, not benchmarks. The pattern is what matters: with 200 installs, a day 1 result of 35% could really be anything from about 28% to 42%, which is too wide to compare two builds. A few hundred to a thousand installs per cohort is a practical range for retention decisions.

Monetization needs far more. If 2% of players buy something, 1,000 installs give you about 20 payers, and the true rate could be anywhere from roughly 1% to 3%. Revenue per payer also varies widely, so plan larger or longer cohorts for phase 3, and judge it on several weeks combined.

Buying players per result, country by country

Soft launch spend goes to two things: enough players for clean cohorts, and a fair read of what each country will cost at scale. Paying per result fits the first, because you set a price per country and pay only when a player does what you asked.

  • Pay for a goal, not an install. A result such as finishing the tutorial or reaching level 5 tells you the player saw the game. It also gives you a clean cost per engaged player to compare across countries.
  • Bid per country. Set a higher price where players are worth more to you, and stop the countries that bring players who do not stay.
  • Keep sources apart. Rewarded players behave differently from players who found the game in the store. Track them as their own cohort, and do not use them to judge your organic retention.
  • Never pay for ratings or reviews. Both stores forbid it, and fake early reviews hide the problems a soft launch is meant to find.

Illustrative example: two countries, same budget

A studio spends $400 in each of two test countries on players who reach level 5. Country A delivers 500 players at $0.80, and 70 are active on day 7: $5.71 per retained player. Country B delivers 320 players at $1.25, and 64 are active on day 7: $6.25 per retained player. Country A wins this round, but at 500 and 320 players the day 7 rates still carry about 3 and 4.4 points of uncertainty, so the studio keeps both running for another cohort before cutting one. All figures are made up to show the calculation.

Soft launch mistakes to avoid

  • No stop number. Without one, every result looks “promising” and the soft launch runs for a year.
  • Changing the build mid-cohort. Release changes at the start of a new cohort, or you cannot tell what caused the difference.
  • Testing monetization too early. If players leave in the first session, purchase data says nothing.
  • Judging by cost per install. The cheapest install is often the most expensive retained player.
  • Forgetting server and support load. A soft launch is also a rehearsal for your backend, analytics, and player support.

Buy soft launch players per result on Sharklio

On Sharklio, a task campaign can ask players to install your game, reach a goal such as level 5, and send a screenshot with their in-app username as proof. You set a bid for each test country, from $0.01, limit the audience to Android or iOS, set a frequency cap of once ever, and pay only for the completions you approve. A multi-step offer campaign can instead pay for each step your own server reports through a postback, by arrangement with our team. Tasks that ask for ratings or reviews are rejected at campaign review. You can create a free account and your first campaign today: start with your two strongest test countries and a daily cap, and compare the cost per retained player with your other sources.

Frequently asked questions

How long should a mobile game soft launch last?

As long as it takes for each phase to give a clear answer. Many soft launches last a few months across the technical, retention, and monetization phases, and some much longer when the game needs rework between them.

Which countries are best for a soft launch?

Countries that resemble your launch markets at a lower cost. Canada, Australia, New Zealand, the Philippines, and the Nordic countries are long-standing choices for English games, but pick by your own language, genre, and target market.

Can I soft launch on Android only?

Yes, and many studios run the technical phase on Android first because of the wider range of devices. Test iOS before global launch if you plan to release there, since retention and spending can differ by platform.

How many installs do I need for a soft launch test?

For retention, a few hundred to a thousand installs per cohort gives a usable margin of error. Monetization needs more, because only a small share of players pay.

Can players outside my test countries download the game?

Not from the store, if you limit availability. On Google Play, targeting uses the country of the player’s Play account, not their location, according to Play Console Help.