The Complete Mobile Game Soft Launch Guide

How top studios test, iterate, and scale games before worldwide launch.

By Alex Thompson December 2024 20 min read

The graveyard of failed mobile games is filled with titles that launched too early. Great core loops destroyed by poor economy balancing. Promising concepts killed by D7 retention cliffs. Monetization that never quite worked. These failures share a common thread: insufficient soft launch.

I've overseen soft launches for games that went on to gross $100M+ and games that never made it past Australia. The difference wasn't always the game itself—it was how rigorously we tested, how honestly we evaluated data, and how willing we were to iterate before scaling.

This guide shares everything I've learned about soft launching mobile games the right way.

What Is a Soft Launch, Really?

A soft launch is a limited release designed to validate your game before committing significant marketing budget. Think of it as a real-world A/B test with actual players, real money, and genuine feedback.

The goals are simple:

  1. Validate core gameplay metrics (retention, engagement)
  2. Test and optimize monetization
  3. Identify technical issues at scale
  4. Develop scalable UA creative
  5. Establish baseline KPIs for global launch decisions

Choosing Your Soft Launch Markets

Market selection is crucial. You need markets that provide meaningful data without alerting competitors or burning through your target audience.

Tier 1 Soft Launch Markets

Market Pros Cons Best For
Australia English-speaking, high LTV, iOS/Android balanced Small, expensive CPIs, competitor attention Premium/mid-core games
Canada Similar to US audience, good data quality Competitor monitoring, limited scale US-targeted games
New Zealand Very similar to Australia, less saturated Tiny market, limited scale Initial technical testing

Tier 2 Soft Launch Markets

Market Pros Cons Best For
Philippines English-speaking, cheap CPIs, good scale Lower LTV, different monetization behavior Casual games, retention testing
Netherlands High English proficiency, strong LTV Small market European-targeted games
Nordic Countries High LTV, good data quality Small combined population Mid-core/strategy games

The Two-Phase Approach

Start in Tier 2 markets (Philippines, Indonesia) for cheap retention/engagement testing, then graduate to Tier 1 (Australia, Canada) for monetization and LTV validation. This saves budget while providing quality data where it matters most.

The KPIs That Matter

Soft launch drowns you in data. Focus on the metrics that actually predict global launch success:

40%+
D1 Retention Target
15%+
D7 Retention Target
5%+
D30 Retention Target
3%+
Conversion Rate Target

Retention Benchmarks by Genre

Genre D1 D7 D30
Hyper-casual 35-45% 8-15% 2-5%
Casual Puzzle 40-50% 15-25% 5-10%
Mid-core 35-45% 12-20% 5-10%
Strategy/4X 30-40% 15-25% 8-15%
RPG 35-45% 15-25% 7-12%

The Soft Launch Phases

Phase 1: Technical Soft Launch (1-2 weeks)

Launch in a small market (New Zealand or Philippines) to catch technical issues:

Success criteria: Crash-free rate >99%, all analytics firing correctly.

Phase 2: Retention Soft Launch (4-8 weeks)

Focus purely on engagement and retention. Don't worry about monetization yet:

Success criteria: Hit genre retention benchmarks, clear engagement patterns.

Phase 3: Monetization Soft Launch (4-8 weeks)

With retention validated, optimize for revenue:

Success criteria: Positive LTV:CPI ratio at scale.

Phase 4: UA Soft Launch (2-4 weeks)

Validate that you can acquire users profitably:

Success criteria: Profitable UA at target scale with validated creative.

The Kill Criteria

Before soft launch, define the metrics that would kill the project. If D1 retention is below 30% after two months of iteration, maybe this game shouldn't launch. Having clear kill criteria prevents sunk cost fallacy from burning more resources.

Common Soft Launch Mistakes

1. Launching Too Early

The game needs to be "soft launch ready," not "alpha ready." Polish matters—players in soft launch markets are real customers with real expectations.

2. Insufficient Sample Size

You need thousands of users for statistically significant data. Running with 500 users and drawing conclusions is dangerous.

3. Ignoring Qualitative Feedback

Numbers tell you what's happening. Reviews, support tickets, and community feedback tell you why. Both matter.

4. Over-Iterating Without Direction

Changing everything at once makes it impossible to know what worked. Test one hypothesis at a time.

5. Premature Global Launch

Pressure to launch—from investors, stakeholders, or competitors—kills more games than bad soft launches. If metrics aren't there, don't launch.

The Go/No-Go Decision

After 3-6 months of soft launch, you face the decision: global launch or kill?

Green Lights for Global Launch

Red Flags That Suggest Killing

From Soft Launch to Worldwide

Global launch isn't an ending—it's a new beginning. The habits you built during soft launch (testing, iterating, data-driven decisions) should continue at larger scale.

The best-performing games I've worked on treated global launch as the start of a new soft launch phase: testing in smaller markets before scaling globally, validating creative before spending millions, and constantly iterating on the live game.

Soft launch isn't just a phase. It's a mindset—one that separates games that thrive from games that survive.

Scale Your Soft Launch with Confidence

ClicksFlyer helps mobile game studios manage soft launch campaigns across markets with unified analytics, real-time KPI tracking, and seamless integration with major ad networks. See exactly how your game performs before you scale.