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Welcome to a new edition of Voices of Mobile Gaming!

Today, we're speaking with María de la Puente - a mobile gaming UA veteran with over 15 years of experience scaling games across every major platform and genre. As the founder of Hubapps, María operates on both sides of the table: as a consultant embedded inside studios at their most critical growth moments, and as an in-house decision-maker actively navigating those same pressures today.

Some decisions in mobile gaming look straightforward on a spreadsheet and devastating in a post-mortem. Should we scale this game or cut our losses? Is this a UA problem or a product problem? Are these numbers a temporary dip - or a signal we're not ready to hear? María has been in those rooms. She knows what the data looks like when teams are making the right call, and she knows what it looks like when they're not.

In this conversation, we explore one of the hardest decisions in mobile gaming: knowing when to go all-in, when to pivot, and when to stop.

 

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Hi María,
Welcome, and thank you for being here! You've spent over a decade scaling mobile games from both inside studios and as an external consultant - which gives you a perspective most people in this industry simply don't have. We'd love to dig into the real decision-making process behind game launches: what the data tells you, what it doesn't, and how studios can make smarter calls before they run out of runway.

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The biggest mistake is just using one traffic source and believing that if that source does not work, then the game will not work at all. I agree it is cheaper, but your game might not be working on Facebook and still be able to make money on other sources.

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1. You've been in mobile UA since 2011 and you've seen hundreds of game launches from both inside studios and as an external consultant. In your experience, what is the single most common mistake teams make when deciding whether to keep investing in a game post-launch?

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2. The go/pivot/kill framework sounds clean in theory. What does the actual decision-making process look like in the room? Who's in the conversation, and who often gets left out?

The discussion gets messy when having to decide if something doesn't work because of the traffic source or because of the game itself. The other biggest discussion is when everything looks wrong, when to kill. I think GO is the easiest decision.

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3. Early KPIs like D1 retention and CPI are imperfect predictors of long-term success. Which early metrics do you actually trust, and which ones do teams tend to overweight?

For me CPI is only relevant when running campaigns that are not CPI campaigns. You do not know what traffic you are buying there, you are only paying for cheap, and the network might be buying users that are completely uninterested in your product. Your CPI might radically change when optimizing towards “tutorial completed”, for example. 

Day 1 retention is a nice early indicator of user interest and performance, but you do need the users to stay longer if you want to be able to have a viable business. 

The golden metric for me is ROAS, because even if your retention rate is not ideal, if the rest of the metrics combined are able to get a positive ROAS, then you should be good to go.
That said, profitable isn’t always the same as "successful". Certain studios might need a minimum scalability to be profitable on a studio level. So in reality the conversation is a bit more complex, it needs to start by defining the meaning of the word ‘success’ for each company, then depending on that the team will set up their needs for the rest of the game KPIs.   

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4. You've written about how early-game metrics can predict long-term success. What's the most counterintuitive metric signal you've seen - something that looked bad but turned out to be fine, or looked good but flagged a real problem?

There are many reasons why I always preach about creating long soft launch processes (at least three months). One of them is that long-term data might be surprisingly good, and that might completely change your overall results. So for me, early retention can sometimes be counterintuitive.

We hear that we need a minimum of 30% day 1 retention to have a viable hybrid casual game, but if your day 1 is lower and at the same time your long-term retention is exceptionally good, then you might still have a really good product! Niche but sticky.


We have to remember that we cannot look at metrics as a unique thing. If we do so, we commit big mistakes — one bad metric or one good metric alone does not make a good game. It is the combination of all of them that will make your LTV good enough to scale.
Especially if you are a studio that is just starting, do not get obsessed with big studios' goals. As said before, success metrics need to be set taking into account cashflow, studio size, and short-term targets.

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5. "Pivot" is often used as a softer word for "we don't know what to do." When is a pivot a genuine strategic move versus a way of avoiding the kill decision?


I wouldn't call it "we don't know what to do." This industry runs on testing, and a pivot is usually the output of a specific diagnosis.

Say your team is testing a card-based mechanic. In soft launch, CPI comes in too high relative to what your monetization can support. The data might show the real issue isn't traffic quality or creative. The mechanic itself isn't generating enough engagement to monetize at that cost. That's a clear, specific reason to pivot. Maybe you switch monetization strategy, if your team has that expertise. Maybe you switch the mechanic itself, cards to a board (board games are usually cheaper than card games), for example. Either way, you're acting on a known cause.

There will be times where the team might be unable to find where the problem is, and then decides to make a radical move to try to keep the game alive. The team might have a hypothesis but can't back it up with data. Perhaps the results of the test prove that hypothesis right. Then, eureka! you learned something new!

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6. You operate as an embedded UA team inside studios. When you're brought in post-launch, what do the first 48 hours of diagnosis look like? What are you actually looking at?

First thing we do is download and play with the game. We make all type of questions to the team: what is their goal, why this app, what are their hypothesis and their competitors.

Then we look at the competition,  and lastly we do an audit, we look at the MMP and network set up, the stores…

We look for errors and opportunities, and we try to learn everything from that specific market, since we need to work with very different games, sometimes from the vertical we play on our free time, but others are completely different.

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7. What does a kill decision actually cost - beyond the obvious sunk costs? Are there hidden organizational costs that teams consistently underestimate?

Beyond production costs and opportunity cost, there's a cost teams consistently underestimate: the cost of the team itself.

Hiring a team to run a soft launch is great if it works. Those same people move into the scale phase with the game they already know. But if it fails, you're left with a team you now need to fire or relocate, which is its own cost — financial and organizational.

What happens more often is that companies don't hire at all. They just add the soft launch workload onto their existing team's plate, reorganizing priorities and slowing down delivery on their main, already-live games. That's a real cost too, it just doesn't show up on the project's own budget line. It shows up later, as a delayed update or missed content on the games that were actually making money.

This is exactly why studios bring us in during these early stages. Either they want a senior team with soft launch experience to carry the new title through its first months, without committing to a permanent hire before they know if the game works. Or they use us as interim support on their scaling games, so their in-house team can put more hours into the new title in development instead of splitting focus.

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8. Is there a game you've worked on where killing or walking away was the right call, but you could see the team wasn't emotionally ready to make it? How do you handle that dynamic?

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This has actually happened to me more as an advertiser than as a consultant. I wasn't ready to give up on one of my favorite apps. Killing a product isn't only a soft launch decision — it also happens when an app that used to be great starts losing its audience and its metrics decline. But it's a team decision, and a priority decision. Sometimes, even if we don't want to, we have to focus on what actually brings money to the table.

As a consultant, I've honestly never had a hard time pausing a game. In every soft launch where we had to pull the plug, the metrics were clearly bad, and the releases we tried weren't moving them. The calls were easy, unfortunately — by the time the team and I were looking at the same numbers, there wasn't much left to debate.

 

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9. Rising CPIs, creative fatigue, platform privacy changes - how much of a "bad launch" in 2026 is the game's fault versus just how brutal the environment has become? Where does the honest line sit?

Honestly, I don't think you can cleanly separate them anymore. They're all interchangeable.

Targeting your real audience is harder than it used to be, and that affects retention directly — if the network can't find the right users, the players who do convert are a worse fit for the game, and they churn faster. Getting that targeting right now costs more time and more money than it did a few years ago. CPI has gone up across the board. Competition is fierce, and visibility without paid UA is close to impossible for most titles now.


So when a launch underperforms, it's rarely just "the game" or just "the environment." A weak retention curve might be the game's design. Or it might be the result of paying for the wrong users in the first place, because targeting precision has gotten more expensive and harder to access. Those two things produce the exact same dashboard, but very different root causes — and most teams don't have the patience or the resources to commit for a longer soft launch window, to tell them apart.

That's actually the strongest argument I have for soft launch periods that run long enough, and metric reads that go deep enough, to separate "the game has a problem" from "the market has gotten more expensive." Without that, every studio ends up blaming the game for what's really a market shift, or blaming the market for what's actually a design problem.

At the end a bad game is not bad per se, many of them have great design, new mechanics, etc, amazing teams behind, but the metrics weren’t enough to run successful user acquisition campaigns. 

There are many driving car games that have been in the top charts for years, but right now their LTV is not enough to run successful UA campaigns, due to the high CPI cost we have in the market at the moment.

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10. If you could give one piece of advice to a mobile studio that's three weeks into a soft launch and the numbers aren't what they hoped - something they genuinely won't hear from most consultants - what would it be?

Test more channels, do not put all your hopes only on Facebook. There are big popular games that can’t make Facebook work and they are growing steadily in other networks.

Try testing Gamelight! Or a rewarded app before losing all hopes. You never know where your audience is. 

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