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Subway Surfers is an endless runner game that offers players an exciting, fast-paced experience where they must dash through subway tracks, avoid oncoming trains, and collect coins and power-ups.
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Problem Being Solved
The problem being solved by Subway surfer is the need for quick entertainment that is enjoyable even in short bursts of time.
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Core Value Proposition
The CVP of Subway Surfers lies in providing a sense of mastery, escapism, and achievement in a visually stimulating environment.
Natural Frequency
DAILY (Once a day or Multiple times daily)
Typically, it's multiple times in a day due to it's addictive nature & short session length.
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Criteria | User 1 | User 2 | User 3 | User 4 |
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Name | Shaurya | Vivek | Shruti | Naman |
Age | 13 (Young Teenager) | 19(College Student) | 26(Working Professional) | 22 (Mobile Gaming Enthusiast) |
User Segment | Core | Core | Casual | Power |
Demographics | β | β | β | |
Need | Play fun games on mobile | Quick game to play in between classes or while the session is ongoing | Quick game to play while traveling or waiting for meetings to begin | Deeply engaged with mobile gaming, often exploring multiple games and genres. |
Pain Point | Parents don't allow excessive usage of mobile phone & hence user only has limited time to play his favorite games | Cannot play mass multiplayer online(MMO) games as they require extensive focus while in the game & have longer time game-sessions | Can't give full attention to it & can be switched of ASAP without feeling of guilt | Discovering good games to engage in for long period of times. Most games are not competitive or engaging. |
Solution | Play quick games with short gaming sessions | Play quick games with sense of competition but not MMOs with short gaming sessions | Close game whenever you want & it will begin right from where you left it. | Competitive games that capture you in the loop of spending significant time mastering and participating in events or challenges. |
Behaviour | β | |||
Perceived Value of Brand | Short escape from the pressure from school & studies | Short escape from the pressure from college or university | Quick fix to free time utilization, guilt free experience in case it can't be completed, Visually appealing. | Long games that give sense of achievement & competition with leaderboards. |
Marketing Pitch | A quick fix to your school stress | A quick fix to your study stress | Play whenever & you control when to switch off | Help Jake escape the guard by jumping over trains & obstacles. |
Goals |
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Frequency of use case | Daily | Daily/Few times a Week | Weekly | Multiple times daily |
Average Spend on the product | Negligible to Low | Medium | Low | High |
Value Accessibility to product | Begin game in a single click anywhere on the screen | Begin game in a single click anywhere on the screen | Begin game in a single click anywhere on the screen | Game runs for very long duration based of the skill of the player. |
Value Experience of the product | Visual stimulation with sense of competition in a short span of time | Social validation with high scores & rare in app purchases | Play & close as and when you have time | Longer games means better the skill of the player. |
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User Type | Casual | Core | Power |
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Usage Characteristics | Working professional, | College Student, | Mobile Gaming enthusiast, Regularly discovers new games to play |
Recency of use case | Few times a week | Daily | Multiple times daily |
Natural Frequency | Weekly | Daily | Daily |
Monetary/AOV/Revenue Generated | Low | Medium | High |
Pain Points | Can't give full attention to the game & can be switched of ASAP without feeling of guilt | Cannot play mass multiplayer online(MMO) games as they require extensive focus while in the game & have longer duration game-sessions | Discovering good games to engage in for long period of times. Most games are not competitive or engaging or both. |
Valued Features | Quick start, Visually appealing | Quick start, Daily word hunts, Multiplier, Weekly hunt, Season hunt, Changing map to prevent visual fatigue | Leaderboards, Multiplier, Daily word hunts, Weekly hunt, Season hunt, Changing map to prevent visual fatigue |
Core Value Proposition | Quick enjoyable games with short gaming sessions | Quick game sessions | Competetive game with social validation |
JTBD of the persona | Entertainment in Breaks | Entertainment in short bursts | Fulfilling deeper, more complex needs related to their passion for gaming |
Discovery | Word of Mouth, Play store/app store, favourite influencers making content around it. | Word of Mouth, Play store/app store recommendation, favourite influencers making content around it. | Influencer videos, word of mouth,App store recommendation, gaming communities, Social media ads, Game review websites, in-game cross promotions |
Level of Engagement | Low | Medium | High |
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Completion of the first substantial run
Rationale: When the user finishes their first substantial run, they get to feel the sense of reward from the coin pickups, power pickups, sense of achievement in overcoming the obstacles, sense of competition with the peer high score tab on the right side which changes with every high score break you do, giving a sense of progressive nature of the game.
Completing 5 games in 7 days
With retention rates of games at just 2.4% at D30, having a longer time frame to justify activation is really important as 75% of the users churn within 24 hours of playing them for the first time.
With 5 games played, user understands:-
Along with 7 day retention, which makes it unlikely for them to churn.
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No. of games played tells about the habit forming capability of the game.
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It's of utmost importance for games to track retention rates while focusing less on Acquisition rates. As most games lose users at an alarming rate of 75% users churn within 24 hours of them using the product.
Hence, D1, D7, D30 retention rates need to be tracked to know ability of game to retain users beyond initial excitement.
Longer sessions mean players being more engaged in the product, enjoyability & that they are finding enough challenges to keep themselves entertained.
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Engagement Framework | Relevance | Key Metric to be trackedβ | Rationaleβ |
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Breadth | Tertiary | Merchandise sale | Team hasn't optimised on Breadth at all since the only breadth product I found was Tshirts of the game. Whick only a few power users buy physical merchandise. |
Depth | Primary | Session Longevity | Retention is the most important metric for a game. Hence, adding new features in the game to make them sticky is very important for a product to increase session time. Team's commitment can be ascertained from the long list of features built-in the game, focussed purely at increasing depth of the product. |
Frequency | Secondary | No. of Games played | Focusing too much on frequency will lead to too many spammy push notification which will lead to churned users. |
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We will be focusing on adding Depth to the Product with our Engagement Campaign.
For a game which will be around adding features to capture the user into a loop in order to increase their session duration.
Engagement Campaign | Hypothesis | Channel of Distribution | Persona/Type of User | Pitch and Content | Goal of the campaign | Offer | Frequency and Timing | Success Metrics | Milestones for the campaign |
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Word Hunt |
| The campaign is very subtly integrated in the game itself. Where the player while running sees an alphabet and captures it. This gives him a purpose to finish the word hunt completely & stick until all alphabets are captured. | It is a less time commitment feature and therefore targets the causal & core users of the product.
| Casual user to power user by increasing their session length. | Reward is a in-game one-time use asset like a skateboard, boost etc. | Happens everyday/Recurring |
| Assess long-term impact on retention and DAU, and make decisions on extending or expanding the campaign. | |
Season Hunt | Igniting the competitive spirit of the user with the user boards. | Home screen of the game. Prominent theme changes of the game tell that something is new. Then comes the campaign copy screen ' Welcome to new season hunt' | Power user: Looking for social validation and a global stage to find competition that is more apt for their skill level. |
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| Every 4-8 weeks |
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World Tour | Every month comes with a different theme preventing visual fatigue to the users. |
| All Segments. So, no user segment feels bored with the repetitive visuals for longer duration of time. |
| Increasing long term retention of users & preventing visual fatigue. | unique characters, hoverboards, and landscapes. | Every month |
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Character Customization Options | Enhancing user engagement by adding a sense of community and ownership over in-game assets. | 'Me' tab on homescreen | Core Users & Power users |
| Giving ownership of the in-game asset to the user. | Limited time offers/ flash deals to customize the characters and make them unique to you. | Running |
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Multiplier | Giving a sense of progressive nature of the game. Giving a reason to the user to excel in the game and with every multiplier, get closer to being a top scorer in their peers. | Digital:
| All user segments |
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β | Reward: Score higher with every multiplier increase | Running until the user knows all the game features | D30 retention |
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Subway Surfers has generated $155 million in lifetime revenue since launch. It reached $100 million in 2018.
Year | Users (mm) |
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2015 | 27 |
2020 | 15 |
2021 | 20 |
2022 | 35 |
Year | Users (mm) |
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2014 | 140 |
2019 | 100 |
2022 | 150 |
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Year | Revenue ($mm) |
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2018 | 100 |
2020 | 120 |
2022 | 155 |
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Reasons for Churn:
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Figures from 2013:
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you have already created the engagement campaigns, resurrection campaigns are quiet similar just keep in mind the churned users which are being targeted here.
(customized your campaigns as per the ICP you're targeting to bring back, add parameters accordingly)
Resurrection Campaign | Hypothesis | Channel of Distribution | Persona/Type of User | Theme | Pitch and Content | Goal of the campaign | Offer | Frequency and Timing | Success Metrics | Milestones for the campaign |
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Welcome back, Hero | User will come back if they were a core/power user of the game & are given personalized recognition while welcoming back. | Email, Push Notification, In-Game pop up | Only core & power users should be targeted in such campaign as they have an emotional connection to the game & only need a personalized nudge to resurrect. | Recognition & reward | You were our top player, come running back to claim what you deserve with your multiplier doubled for 1 week. | Resurrection | Give double multiplier as reward to join back | Recurring Quarterly | Re-activation rate: no. of games played within 1 week of coming back |
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New world awaits you! | Users who left from repetitive gameplay might still be interested to play in different world theme. | Push notification, Email | Casual & Core users | Intrigued | "New cities, New Characters, new challenges. Only for a limited time. Return to the subway & help Jake. | Resurrection | Limited, Exclusivity | After every few world map changes with prominent changes | Return rate & user session lengths |
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Come give Jake a makeover by giving him a twist of you | Users might be lacking customization to make the character look relatable to them. Allowing them to do so might bring them back by increasing ownership & UGC | Push notification | All types of users. | Excitement to create | " Come give Jake a makeover to show your creativity to the world. Contest winner wins 10% of sale of character assets they make" | Giving ownership to the user over game assets. | Limited, show creativity & earn from it. | Once a year | No. of assets created, No. of users choosing the asset for their character. |
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Surf Challenge: Beat your High Score | Users need a nudge of purpose in order to bring them back to the game. Breaking their own personal best score can be a good nudge to bring them back. | Push Notification | Casual & Core users | Competition | "Breaking your high score can't be simpler with this today's exclusive 3x Multiplier upgrade." | resurrection | Limited, Exclusivity, Give double multiplier as reward to join back | Weekly | Return rate, length of session, D1 & D7 retention metric |
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Your friend "X" just broke your personal best. | Giving sense of competition to the user. Make them seek social validation by making them want what they just lost. | Push Notification | Casual & Core User | Competition | "Your friend "X" just broke your high score. Show them who is the real surfer. | Increasing frequency. Flipping anti-engagement signs | Perceived reward: Come back to reclaim what was yours. | Monthly | Return rate, Game session lengths |
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