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How to boost retention in Idle Arcade?

game designgame retentionidle arcade 2022-8-31

With the emergence of the Idle Arcade, a lot of games in this category have been unleashed into the market. Yet there are few successful ones. Today we'll be talking about retention in Idle Arcade. As compared to the hyper-casual category, Idle Arcade games need better retention to support a stronger LTV (2-3 times higher than the LTV of hyper-casuals). We have found that developers often encounter such a problem: a lot of content has been added, and optimizations & tweaks have been going on for months, but there are still no huge improvements in terms of retention. If you are also puzzled by this, here are 2 methods that could be effective for you to design your idle arcades:

1. Set a clear and visible goal.

The goal is not a macro one, such as running a supermarket, managing a school, exploring the dungeon and finding a destination, etc. The goal is that players always should know what the next step is: what actions player needs to take, where player needs to go, what resources player needs to collect... It can also be regarded as the game's short-term targets, which must be clearly visible. The reason for this clear goal is, idle arcade is full of freedom for player (such freedom is also the key to keeping up the high playtime) and without a visible goal, player will easily lose focus and churn. In other words, Idle Arcade just needs goals and guidance, not just on FTUE, but throughout the game.

We would also like to give some practical solutions for designing a clear and visible goal in Idle Arcade, which is already widely used in some of the successful games:

1) Design of Unlocking: Player enters the game and only sees limited content. However, they can always see the next area/item/facility they need to unlock nearby. Such an unlocking design works a lot in Idle Arcade. It doesn't only provide guidance and a clear goal, but also some sense of mystery, which makes players wonder what next things they are going to experience. 

Take Casino Land and one of our testing prototypes as examples, these games took a short time to finish the MVP build with such a mechanic and showed very good retention and playtime.

2) Design of Large-Area Cleanup: Players can see what their level goal is at the beginning of the game, for example: collecting all the stones in the whole area, cutting all the trees, and digging down to the bottom .... These goals will accompany and guide player throughout the game, and provide a strong sense of progress in the meantime, as player shall know where has been “cleaned up” and where hasn't been yet easily. It's perfect to serve as a short-term goal.

2. Focus on the core loop. 

It was mentioned in some of our other sharing that the core loop would be crucial to Idle Arcade games. It will not only affect CPI performance, but also the scope of your project. If your team is spending more than 1 month to make your MVP version, probably you should think about if the core loop is way too complicated. The core-loop design should meet the following requirements:

1) Simple and understandable. Keep it concise and keep the core loop fresh in the market. There's no need to create too many steps for it. If the process is too complicated, it'll be hard for players to remember them all and go through it. The more steps you are having for the core-loop, the more phases players might churn. On the other hand, a long and complicated core-loop will greatly increase your CPI, as your video can't tell player what the game is in the first several seconds, not to say showing what's fun about the game. Players won't give much patience to the long and tedious steps in the video ads. Let's take a “bakery theme” idle arcade game for example: 

Core Loop A: To make some bread, player needs to get one ingredient and process it into bread: Fetch wheat->deliver to oven->get bread. 

Core Loop B: To make some bread, player needs to get several ingredients and process them into bread:   Fetch wheat -> fetch milk -> fetch eggs -> deliver to oven -> get bread.

If compare the two core loops, it's very easy to find out that when adding more steps to the loop, the fun won't really increase along with the steps. Instead, it makes things complicated, and player needs to take more effort to complete this core loop. 

2) Satisfying and Replayable. The core loop is an action that players will repeat a lot in Idle Arcade games. So, the only way to keep players from getting bored with this action is that such a process can always provide them with satisfaction. Stacking is a way that is widely used nowadays, as we can achieve a sense of satisfaction through quick stacking and release of items: straightforward visual feedback, and along with sharp sound effects. However, be careful with simply using stacking in your game, as mentioned this mechanic has been quite saturated in the market.

In addition to stacking, players can also explore how to create new satisfactions of the core loop, which is also an innovation for your idle arcade core gameplay, such as how to use new effects, new destruction, and even new techniques from unity to achieve special and fresh visuals.

In short, Idle Arcade games is a category that requires long playtime and retention, but it still maintains a similar design logic to hyper-casual games, which is: with a complete core loop/core gameplay, your MVP version should already show some potential metrics, instead of constantly adding new content and optimization to make up for the retention or playtime. Here is an MVP data reference for developers.

Want to make your first Idle Arcade hit game? Submit your game and let's discuss now!

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Our new game “Survival Game Master” is ranked #1 in 12 countries! 🎉

2022-5-23

After ZPLAY's self-developed new game Survival Game Master was released on Google Play, it ranked first in Google Play download list in 9 countries, and ranked first in the game download list in 12 countries, including the United States, France, etc. At present, it has a rating of 4.2 in the United States with more than 10 million downloads, which is an amazing result.

Survival Game Master (hereinafter referred to as SGM) is a hyper-casual game with the popular trend as the background setting. But unlike other games that combine this trend, SGM has made a revolutionary attempt. SGM subtly integrates the theme into the gameplay of Idle Arcade. During the game, the player acts as an operator, and through the handling and scheduling of the homeless, participants, employees, and other manpower, step by step, the wasteland will be turned into a business empire of survival games. The unique perspective of the operator and the special mechanism and visual perception of handling and scheduling followers make SGM stand out among similar trend competitors that mainly focus on small game collections and are favored by players.

Start of Project: Trend + Idle arcade + Mechanic

The release of SGM consists of four solid steps. The first step is to determine the direction of the project. SGM is produced by a self-developed team. With the support of a lot of data and examples, the team proposed the direction of the game project: Trend + Idle arcade + Mechanic. Idle arcade is our company's strategic deployment, Trend is used to meet the market, and Mechanic supports the fun core of the game. In the end, the resource handling gameplay in Idle Arcade, the squid trend, and the gameplay mechanic of stacking and scheduling of people are organically combined into the final SGM.

Demo: low CPI in US CPI - $0.2

The quality of the demo determines the fate of the game. Inspired by ZPLAY's other game, Stone Miner, SGM has distilled the key point of the demo: a sense of narration. The producer must ensure two things: one is to have a good plot, that is, the fascinating first 5 seconds and the fresh content and changes that are enough to support 25 seconds of video; the second is to ensure that players can be on the same channel as the producer and fully understand the message that the producer wishes to convey, rather than misunderstanding or distraction. Regarding the second point, there is a detailed design to share:

(The character looks out of the room vs. the character looks into the room)

This is where the player's attention needs to be moved from the character to the inside of the room. When the production team is reviewing the video, this kind of focus switching is already a habitual action for them and does not require guidance, so it is natural to think that the left image is fine. But for players who watch this video for the first time, they do not know that they should pay attention to the wonderful performance inside the room at this time. They'd still subconsciously look at the direction the character is facing, so they would miss some content. In the end, the team adjusted it to the right image, adding a step for the character to turn to the room, so the player would naturally follow the character's line of sight to look inside the room, through which the message is finally conveyed. With a good plot and adequate information delivery, the players can better resonate with an interesting and good idea, resulting in a lower CPI.

The official version of the game: retention of D1 is 52%, and the average duration is 36min.

After passing the CPI test, the team decided to start the development of the official version to improve retention and duration. According to the experience of ZPLAY's previous successful projects, Idle Arcade games have two foundations for high retention. The first point is to have a playable micro-cycle, which needs to create an ASMR sense by improving the visual effects and pace; the second point is to provide clear staged goals and provide players with a growth route. The official version of SGM optimizes the pace by adjusting the frequency of leading and releasing followers, and adding three systems of room upgrade, AI helper, and unlock ground for building, providing players with short, medium, and long-term goals. SGM uses various numerical planning such as price ratio, item frequency, production speed, room capacity, etc. to influence players' behavior, guide players to continuously adjust their upgrade and scheduling strategies, experience the fun of different strategies, and increase their time of playing. After the official version was released, the game's D1 retention increased from 20% to 52%.

Monetization: US ARPU $0.32

The main monetization method of SGM is ad monetization, which is divided into interstitial ads, banner ads, and rewarded video ads. There are various ways of rewarded video ads, and the main monetization point is still the resource gap. Some monetization methods based on player psychology have also been added to target users with different characteristics, such as loss aversion, curiosity, OCD, inertia, etc., and have achieved relatively good results. The second version, which is supplemented by more abundant rewarded video monetization methods, has increased the number of rewarded video plays by 175% compared to the first version, which only provides rewarded videos for resource gaps.

(OCD: rewarded video stops are mixed in multiple stops; Curiosity: What's so special about Gift Pile stop?)

SGM's achievements are inseparable from ZPLAY's mature market trend control, profound experience, and deep understanding as well as hard efforts in game research and development of the self-developed team.

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Our new game “Stone Miner” ranks #1 in 12 countries!🎉

Hit GameStone Miner 2021-9-13

✨Topping the total Google Play app downloads in 4 countries, including the United States and Sweden.

✨Top 1 in Google Play free game downloads in 12 countries, including the US, UK and France!

As ZPLAY's latest hit, "Stone Miner" is a hyper-casual game with the theme of upgrading excavators, mining, and selling ores. The gameplay is rich and interesting, which has become popular worldwide upon its launch.

Check out the game and having fun! 🎉

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Four secrets for ZPLAY and developers to make hit games

Developer NotesSharing 2021-8-3

In the hyper-casual field, developers and publishers are closest partners, through cooperation and collision to give birth to hit games. So, how does ZPLAY work with developers to make hit games?

Cooperation

Q: If I want to cooperate with ZPLAY, what would it be like?

A: Nowadays, ZPLAY has been cooperating with developers all over the world. We have relatively diversified patterns when it comes to cooperation. Generally speaking, there are the following types:

The first pattern is more conventional, that is, after the demo is developed, the developers will send it to us to test. Then we provide them with suggestions for revision through data feedback.

The second pattern is creative customization. We come up with ideas and the gameplay. Then we work with developers to make it happen and release the game.

The third type is similar to the second one. The difference is that we only point out the general direction of the market, that is, a certain genre or a theme will have a greater chance at the moment. Then we let developers free to play based on this theme.

For now, we have successful cases under all these three patterns. Last year alone, we had more than ten successful products, so we have some insights into this area.

Support

Q: If I am not sure whether my gameplay works well, how can ZPLAY be a help?

A: In the previous article, we mentioned the concerns of developers. As a publisher, we will use our experience and understanding of this industry to help them. This contains two parts, the pre-phase, and post-phase help.

The pre-phase part is that before the initiation of a project, we will take the initiative to communicate with our developers. We will tell them that at the current stage, according to our analysis, there would be opportunities in a certain field, or there would be a potential payoff for a certain type of game. Then the CP would work on the game to their wishes.

The post-phase part is to make decisions based on market feedback. For example, after we point out the general direction, many CP would make demos. Certainly, some of these are acceptable while some are not. We need to test to make sure we make the right decision. We judge the product through multi-dimensional data such as CPI, CTR, and retention, etc. Then we provide suggestions for revision to the CP.

Coordination

Q: If I have a high-quality demo, how long will it take for the game to be released?

A: It depends on how capable the developers are and how close we work together.

For example, some developers are quite capable. They’ve got a lot of ideas themselves, so all we can do is to give them advice. If they act quickly enough and also agree with our thoughts, we’d hit it off soon. They’ll come up with a product in a short time and we’ll have it tested soon after. And we’ll return the data back to them the next day after the test is completed. The whole process takes no more than a week. For example, "Sharpen Blade" took about a month from getting the demo to the final tuning, which is quite impressive. (Case study of Sharpen Blade)

However, there are also some developers who do not recognize our ideas. Therefore, they will develop the game in their own ways. We respect them in this case. However, it’s likely that in the end, after they test two or three times and the data is not ideal, they’ll come back to us for a suitable plan. But obviously, it takes more time. Besides, there are times that some developers aren’t capable enough so that the whole cycle will be extended.

Collision

Q: How do we avoid the last situation?

A: Why should we avoid it? Hyper-casual game is all about the competition of creativity. So, when it comes to developing games, the one with the better idea is always right. If the developer sticks to their ideas, we’ll respect that. After all, a creative product can only be made if the developer and publisher both enjoy it.

If we don’t reach an agreement, it’s hard to make a good product. Therefore, in our opinion, it must be the result of pre-discussion, and we have to discuss it clearly before the initiation. What’s our goal? Which kind of game do we want to make?

On the other hand, developers will also have concerns about time and capital costs. Therefore, if they have to make adjustments without understanding the intention of the publisher, it would be a painful process. A team of three to five staff may not be able to release the product in a quarter, and what’s worse, they might lose their confidence.

Let’s think about it. Scenario A: the communication between the developer and us is extremely smooth and efficient. They approve of our ideas and promise to make adjustments according to our suggestions. Then it takes less than a month to finish tuning. After the test data is satisfying, we release the game.

Scenario B: We couldn't reach an agreement on the product for several months. And days go on like that, we’re trapped in a dilemma. What would you feel like? Actually, the developers themselves will be anxious as well.

———————————————————————————————————————————————————————————————

Cooperation, support, coordination, collision, and finally a win-win situation, this is our answer. If you are also looking for such an ideal partnership with mutual respect, don't hesitate to join us now!

If you're wondering if we still need new talent? Yes, we're hiring! Your next opportunity, right here at ZPLAY.

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ZPLAY is here-ChinaJoy!

ChinajoyNews 2021-7-30

Today the annual ChinaJoy exhibition began, two of our games released in China "Summer catchers" and "Getting Over It with Bennett Foddy" were also exhibited.

Players are lining up to experience our two games.

From July 30th to August 2nd, we'll be waiting for you.

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Hyper-casual fact! 4 tips for emerging hyper-casual developers

Hyper-casual factSharing 2021-7-28

In terms of trends, we can see that from 2020 to 2021 hyper-casual games are no longer a "single spark". This full explosive of growth has inevitably led to a large number of emerging developers flooding in. Many developers may feel at a loss in this huge wave. Therefore, we would like to share with you some tips and encouragement for developers.

1. Creativity is priceless

From a global perspective, the hyper-casual game industry is very friendly to developers in terms of creative support and protection. Take our game "PopStar" as an example. In the past five years, there are countless copy-cat products. In the face of this situation overseas, once App Store and Google Play sensed such plagiarism or infringement, they remove this latecomer off the market just with an email.

Some might say that the success of hyper-casual games is hard to copy. It refers to the creative part of the development level, unique ideas, concepts, gameplay, etc., which is indeed priceless.

2. The Power of Passion

Hyper-casual games require ardor and passion from developers. As it’s not the same as a hard-core game with a certain numerical system and payment model, such a game might be able to make profits by making a slight change. But things aren’t the same with hyper-casual games, which rely on the initiation of its projects. Whether a product can be promoted or not depends on whether your gameplay is attractive enough. So, how can you do it well without passion?

3. Huge Opportunities

Even though developers agree that the barrier to entry into the hyper-casual game industry is getting higher and higher these days, we must also be aware that the gaming industry itself has a low probability of success. People usually can only notice those products and enterprises that make it to the top.

From this point of view, we believe that today’s hyper-casual games are still an industry full of opportunities.

Where does this confidence come from? First of all, speaking of game development, the cost of hyper-casual games is extremely low. Take "Sharpen Blade" as an example, the developer team consists of five people, one producer who is also the planner, one 3D developer, and the remaining three are all artists. These five staff add up cost 50,000 RMB (around 7,700 USD) per month. It takes at least half a month to make a game, one month at most. If they’re capable enough, they can make more than twenty games a year. As long as one of them makes a hit, everything will be on track. The successful one will not only cover the 19 failed ones but also make profits.

In other words, it’s definitely a developer-friendly industry. Nowadays, many large mobile game companies also offer support to developers and do some idea custom. So, in our opinion, the future of hyper-casual games must be getting better and better.

4. Game Publisher's Help

Of course, developers might still have some concerns. For example, a hyper-casual game is a test of creativity and gameplay. So they’ll be wondering whether their ideas and gameplay have already been done in the market? And is it really a crowd-pleaser?

As a publisher, it’s time to play our roles. We’ll use our knowledge of the market to help developers kick out these worries. As for game publishing, there’s something we can learn from our experience. For example, if developers can bring in a mature numerical system on top of a product with creative ideas, the final result may exceed one’s expectations.

Tips for Developer

1. For hyper-casual games, creativity is priceless. And it’s a developer-friendly field by paying attention to the support and protection of their creativity.

2. Hyper-casual games rely on the initiation of the projects, while passion can create miracles.

3. Hyper-casual games can be developed in a short time period with low costs and substantial investments and support. It’s a market with desirable prospects and countless opportunities.

4. If you have passion and ideas, just don't know enough about the market, and still have concerns, that’s the cue for us to play the role as a publisher! ZPLAY will use our rich experience to solve your problems and be your shield.

What are you waiting for? Come join us and let’s make the next hit together!

If you're wondering if we need more talent? Yes, we're hiring! Come find your next opportunity in this exciting industry!

Next time, we’ll bring you more details on the relationship between Zplay and our developers, so stay tuned!

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Sharpen Blade-A Unique Game, Not A Unique Success

Case StudySharpen Blade 2021-7-26

In March 2020, "Sharpen Blade", published by ZPLAY and developed by Dayless, quickly reached the sixth on the North American free charts. At the same time, throughout 2020, "Sharpen Blade" is also the first game that entered the top ten in the App Store charts in North America. As the game publisher, Jack Ho, CEO of ZPLAY, shared his experience with media worker "Gameunited".

Unique Gameplay

There were two reasons for initially choosing "Sharpen Blade":

First, the gameplay of this product was quite innovative at the time, as the hyper-casual game is all about creativity. As a rule of thumb, if the gameplay is not unique in this field, it is difficult to promote this product even if we change its theme.

Second, due to the unique and creative gameplay, the CPI of this product is relatively low. Usually, the biggest problem for products with non-unique gameplay through the feedback of data is the increase of CPI.

The repeated polish:

When we first saw "Sharpen Blade" and decided to publish it, its gameplay was quite different from now. Statistically, the initial retention rate was about 20%, and the D1 retention rate of the final version has increased to 55%. This is because we had thorough communication with the developer and made further improvements to the product.

The earlist version of sharpen blade

1. Rationalization of the gameplay

First, let’s talk about the gameplay. The earliest version of "Sharpen Blade" had different gameplay, the player needs to control the grinder to cut and polish on a board on the screen. Evaluation indicates that this gameplay is not desirable as it is not friendly to mobile phone users in terms of user experience, who have a small visual area on the screen. So, we decided to completely change it into a real-world knife sharpening scene, that is, the grinder is fixed, and the player moves the blade to sharpen it instead. This change has improved the data of the product immediately, as the retention rate rose from the previous 20% to 48%.

2. Enrich the content

Then, we further enrich the shape of blades that can be sharpened in the game. The developer made it quite simple about this part in its earliest version. But after making changes to the gameplay, we further brought in the effect of blades that can be cut and polished according to their different parts.

In other words, in the previous version, the material of the blade was quite simple, but after bringing in the effect of cutting and polishing in different parts, the types of blades that users can polish are further enriched. Thus, we can add more blades to the game for users to choose from so as to enrich the game. The daily average online time in "Sharpen Blade" has significantly increased after this change.

Enrich the shape of blades

3. Positive feedback and incentives

For hyper-casual games that focus on creativeness, how to create a flashpoint or an "Aha moment" for users is a problem. We have brought in a part in the game, that is, after the user finished sharpening the blade, they could swipe the screen to chop an item. The developer didn't understand the reason when we decided to bring it in, but we finally convinced them.

 "If you let the user spend a long time sharpening a blade, but there is no feedback. And after the star rating, they must start to polish the next one. For users, this lacks clear feedback and incentives."

We have also changed many times on the chopping process, and the final decision is to chop piles of hamburgers, goblets, and other items in a modern environment. After we brought in this gameplay, the retention rate rose directly to over 50%.

Chooping process bring positive feedback to players

So, in this chopping process, how do we prevent players from having a sense of isolation in the game experience? First, it must be strictly bound to the gameplay. In the case of "Sharpen Blade", there is a possibility that the items cannot be chopped in this part. The key to whether the item can be chopped depends on the quality of the blades that users sharpened. So, in order to reach the "Aha moment", the user will definitely sharpen the blade seriously.

As for how to make users reach this moment? It’s not hard. We just need a basic upgrade in the original work. As a hyper-casual game, the only way to make it feel satisfying is to drag, swipe, or click on the screen. Clicking is denied first as there is no room for game control. The drag has already been used during the sharpening process, so there is only one way left—to swipe. At this point, the developer had the same thought as ours.

4. Bringing in the creative mode

Creative mode is gameplay aimed at the market. When players first enter the game, they will sharpen their blades according to the default design. But this kind of fun will gradually disappear over time. In this case, we bring in creative mode to fully stimulate their creativity.

On the other hand, as a hyper-casual game, it is increasingly important to have connections with influencers today. We also enhance our cooperation with KOLs and streamers on "Sharpen Blade" overseas publishing. In the end, we’ve been rapidly recognized by users in the market and earned a sweeping victory in publicity and promotion. You could see all kinds of bizarre blades on Tik Tok and Youtube lives. Frankly speaking, we never thought that it would turn out like this.

Player's DIY blade from creative mode

The creative model also plays a role in localization, as the habits of Chinese users and overseas users are different. Take Chinese users as an example, though we have designed a task mode in the game and provided the users with models of the blades for them to polish. A lot of users are unwilling to limit themselves to the models and are more willing to sharpen a unique blade in their own way.

But it’s not the case for overseas users. Under the premise of setting tasks, they are strictly limited to the task model and find it hard to break the rules. So, we simply brought in the creative mode to help overseas users break the routine. And this change proves to be quite helpful in the market by increasing our organic users by 10%.

The free model

Publicity & Promotion

This time, we cooperated with KOLs to promote "Sharpen Blade" due to our experience of promoting "Will Hero" in the Korean market earlier, which has dominated the local list for three months. When we do the retrospective, our team believed that its success was based on the spontaneous dissemination of influencers. Through a large amount of video forwarding, it formed an effect similar to "viral marketing".

After that, we began to cooperate with influencers intentionally. For "Sharpen Blade", there are two standards we refer to. First, does this influencer love to play games? Second, if they meet the first requirement, what kind of game do they stream? If they are streamers of SLG or competitive games, it won’t work.

Apart from "Sharpen Blade", we also have to consider whether the gameplay of a product is suitable to stream. For example, for some idle games, due to the limitations of their gameplay, I am afraid the results won’t be satisfactory even if we cooperate with a KOL.

Cooperate with KOL for promotion

Chinese market & Overseas market

The result of releasing "Sharpen Blade" in China is also impressive, we reached No.1 in China ios for one month. However, Chinese users and American users of hyper-casual games are completely different. The reason is that these two markets have completely different perceptions of hyper-casual games, and they are familiar with different product models.

Chinese users have relatively high demands for numerical values in the game. But not for overseas users, they don't have much obsession with values and upgrades.

In this case, the first difference lies in the way of monetization. In the overseas markets, you can achieve monetization through insert and banner ads. But in China, it’ll ruin the user experience and monetization can only be achieved through rewarded videos. But the problem is, it is difficult to achieve monetization through rewarded videos without a numerical system.

Due to the difference in users, we also apply different channels of user acquisition.

First, in terms of the choice of product type, "Sharpen Blade" obviously has a majority of male users, so it is necessary to target ads to male users. Through the ad network, it is easy to target specific user groups according to product types.

Second, in terms of the choice of ad network, different channels of user acquisition do have different characteristics. In the end, we decided to focus on some of them. We only choose those large platforms, like Facebook, Google, Apple, and the newly rising Snapchat. This is because the ad network today are already quite transparent, especially in overseas markets. Therefore, if we’re doing a good job on those large platforms, it can cover the vast majority of users. On the other hand, as a medium-sized company, we are also limited by manpower, and it is too busy for us to access some new, small, and medium-sized platforms.

What did we learn?

1. Unique gameplay is extremely important in hyper-casual games. If the gameplay is not unique, it will be difficult to promote it even if we change a theme.

2. Rationalizing the gameplay, enriching the content, providing positive feedback and incentives, and offering players a space to show their creativeness can all help your game get good data and improvements.

3. When your gameplay is suitable to cooperate with KOLs for promotion, take action immediately, which will make it more effective.

4. As a huge market, there’s infinite potential in Chinese players. However, its users are quite different from those overseas, and developers and publishers must do thorough investigations and tests when entering this market.

Or you can contact us directly, an experienced global publisher based in China, let’s work together and create the next hit!

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