Engagement & Retention project | Subway Surfer
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Engagement & Retention project | Subway Surfer

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Let's Begin!

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Understanding Product

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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Customer Segmentation


ICP

Criteria

User 1

User 2

User 3

User 4

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
(refer the table below)

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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
(refer the table below)

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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

  • Escapism
  • Visually appealing
  • Social Validation(leaderboards & friend comparision)
  • Escapism
  • Interesting visuals for refreshment
  • Sense of Competition
  • Free time utilization with something fun & relaxing
  • Social Validation
  • Sense of Competition

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

Usage Characteristics

Working professional,
Uses the product only in free time intervals.

College Student,
Uses product to release stress of studies. Wants to flex their rankings & rare characters to peers

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
(CVP) being utilised

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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Defining Core EnR Metrics

Aha Moment

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.

Activation Metric

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:-

  • The core loop of the game,
  • 'Daily Reward/Word Hunt' nudge to bring them back,
  • 'Multiplier Missions' to give them sense of progression,
  • Leaderboard to give sense of competition,

Along with 7 day retention, which makes it unlikely for them to churn.

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Core Engagement Metrics of Subway Surfers

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Number of Games Played

No. of games played tells about the habit forming capability of the game.

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Retention Rates

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.


Session Longevity

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 tracked​

Rationale​

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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Engagement Campaign


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 campaignOfferFrequency and Timing Success Metrics

Milestones for the campaign

Word Hunt

  • A time limited hunt which refreshes daily. Thereby, rewarding user to use the for a longer duration of time.
  • It also acts as a nudge to play the game atleast once a day thereby leading to habit formation.

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 - Short game intervals. So, if a user cannot complete the hunt in one go, it acts as a nudge for them to come back and play the same day.
  • Core - Keep playing the game until the word hunt is complete.


Casual user to power user by increasing their session length.

Reward is a in-game one-time use asset like a skateboard, boost etc.
The idea is reward the user but in a way that they keep wanting for more.

Happens everyday/Recurring
Time limited

  • Increase in DAUs
  • X% of users that completed the daily word hunt in Y time.

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.

image.png​

  • Convert core users to power users
  • To give a platform to the power users to showcase their skills.
  • Global stage for players to shine on. In form of leaderboards
  • Limited period offers on character costumes, bonuses, characters etc
  • Special boosts

Every 4-8 weeks

  • Increase in DAU/Frequency
  • Increase in session logevity/ Depth
  • Event Launch: Announce the event through push notifications & app homescreen pop up.
  • Mid-Event: Monitor engagement and address any issues or feedback.
  • Event End: Evaluate the success of the event based on participation and feedback, plan for the next event.

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World Tour

Every month comes with a different theme preventing visual fatigue to the users.

  • Push notifications
  • Gaming communities
  • Paid ads on Game Review sites
  • Email marketing
  • In-app Homescreen visual identity

All Segments. So, no user segment feels bored with the repetitive visuals for longer duration of time.

Subway Surfers World Tour 2020 - Beijing (Official Trailer)​

Increasing long term retention of users & preventing visual fatigue.

unique characters, hoverboards, and landscapes.

Every month

  • Increase D30 retention
  • Pre-launch: Creating distinct visuals from the previous few visual designs.
  • Post-launch: Recording user feed back & checking D7 retention metrics
  • Event ending: Checking the retention rates at the end for data around similar visual designs for future similar design decisions.

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

Subway Surfer Select Character Screen UI​"Show off your style! Enter the Subway Surfers Character Customization Contest and stand a chance to win exclusive in-game items."

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

  • Number of submission
  • Increase in UGC
  • X dollars spent in Y time
  • Month 1: Launch the first contest and gather initial feedback.
  • Month 3: Increase participation and community engagement, expand to more frequent or themed contests.

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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:

  • Top of the Homescreen
  • Top of gameplay screen
  • Mention of level multiplier at end of every game.

All user segments

image.png​

  • Making the user keep wanting for more scores.
  • Getting them accustomed to all in-game features via multiplier mission while they play the game.

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Reward: Score higher with every multiplier increase

Running until the user knows all the game features

D30 retention

  • Pre-launch: making list of all the nuances of the gamplay.
    Segregating them as per the skill level
  • Post launch: Noticing drop offs at every multiplier milestone.
    Smoothing out the difficulty where data tell drop offs are increasing due to users being unable to complete the missions.

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Retention Design

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Subway Surfers has generated $155 million in lifetime revenue since launch. It reached $100 million in 2018.


Subway Surfers daily active users 2015 to 2022

Year

Users (mm)

2015

27

2020

15

2021

20

2022

35

Subway Surfers monthly active users 2014 to 2022 (mm)

Year

Users (mm)

2014

140

2019

100

2022

150

​image.png

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  • Subway surfer game loops and all the engagement features focused towards increasing Depth of the game starting 2020, helped in increasing the DAU & MAU of the game consistently.
  • There was a drop in both DAU & MAU from 2015 to 2020. This drop can be attributed to multiple internal & external reasons like:
    • External:
      • Market Saturation: Too many endless runner games launching like Temple Run, Jetpack joyride etc
      • Gameplay Fatigue: As an endless runner, Subway Surfers has a core gameplay loop that, while initially engaging, can become repetitive over time.
      • Shift in Gaming trend: MMORPG Games like Fortnite, PUBG, etc saw a steep rise in their user base
      • Start of Monetization: Subway Surfer started to monetize their users starting 2018

      Year

      Revenue ($mm)

      2018

      100

      2020

      120

      2022

      155

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Churn

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Reasons for Churn:

  • Repetitive Gameplay after certain time period
  • Repetitiveness of Engagement features:
    While features like work hunt, daily hunt, season hunt sound similar but even their gameplay is similar where the user needs to collect different looking powers while they run. This could cause repetitiveness & no differentiation for the user between all of them.
  • Lack of progression once top multiplier level is reached
  • Difficulty plateau: Even though game uses missions to straighten out the difficulty plateau according to skill level of the user. It can still be bit tricky for some users which then leads to churn
  • Lack of multiplayer option for users to directly compete with their peers in real time.
  • External Factors: User using another game to remove work fatigue when he has longer duration to play.

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Figures from 2013:

  • Subway Surfers retains 91 percent of players after day one,
  • 81 percent after a week
  • 60 percent after thirty days
  • Right now, the game attracts roughly 25 million daily active users.

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Resurrection Campaign

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 campaignOfferFrequency and Timing Success Metrics

Milestones for the campaign

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

  • Open rate of push notifications
  • Email CTR

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
Users who play the game in their free time or to relieve stress but aren't able to refresh themselves due to visual fatigue

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

  • Number of users coming back to check the new map & theme
  • Retention rate at D1 & D7
  • Session lengths

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.
Anyone can feel the lack of ownership over the game character, no matter the user segment.

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.

  • No. of assets created
  • No. of sales coming from the assets created
  • No. of users using the assets (in the free category)

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
The time commitment for casual & core users to break their personal best isn't very high & it's even simpler if it's a new user as with multiplier upgrade, making a new high score get pretty simple.

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

  • no. of users returned
  • Session length of user
  • D1 Retention metric
  • D7 Retention metric

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

  • no. of users returned
  • Session length of user
  • D1 Retention metric
  • D7 Retention metric

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