LTV: Lifetime value
The total revenue a player is expected to bring in over their whole time in a game.
Revenue earned from a campaign's players divided by what the campaign cost.
ROAS, or return on ad spend, is the revenue generated by users from an ad campaign divided by the money spent on that campaign, shown as a percentage. In mobile games it is measured by cohort day, such as D7 or D30 ROAS, because players keep earning revenue for weeks or months after they install.
ROAS tells you whether user acquisition is paying for itself. A ROAS of 100% means the players from a campaign have earned back exactly what they cost. Below 100%, you are still in the red. Above it, the campaign is profitable on that revenue basis.
ROAS = revenue from the campaign's users ÷ campaign spend × 100%
In mobile games you almost always add a time window:
DN ROAS = cumulative revenue from the cohort up to day N ÷ spend on that cohort
A studio spends $5,000 on a campaign in one week. The players it brings in generate:
| Day since install | Cumulative revenue | ROAS |
|---|---|---|
| D7 | $1,500 | $1,500 ÷ $5,000 = 30% |
| D30 | $3,500 | $3,500 ÷ $5,000 = 70% |
| D90 | $5,600 | $5,600 ÷ $5,000 = 112% |
The campaign breaks even somewhere between day 30 and day 90, and by day 90 it has returned $600 more than it cost. That point is the payback period.
You cannot wait 90 days to decide whether to keep a campaign running. So teams learn, from past cohorts, how early ROAS relates to later ROAS, and set a target for day 7.
Example. In this game's past cohorts, D90 revenue has been about 3.7 times D7 revenue. To break even by day 90, a campaign needs D7 ROAS of at least 100% ÷ 3.7 ≈ 27%. The campaign above reached 30% on day 7, so it was on track, and the D90 result confirmed it (30% × 3.7 ≈ 111%, close to the 112% actually reached).
That multiplier comes from your own data and changes by game, country, platform and channel. Recheck it every month.
Be clear about which revenue you use:
A campaign at 100% gross ROAS can still lose money once the store takes its share of purchase revenue. Many teams set targets on net revenue for that reason.
ROAS and LTV describe the same thing from two angles:
ROAS on day N = LTV on day N ÷ cost per install
If D30 LTV is $1.40 and you paid $2.00 per install (eCPI), D30 ROAS = $1.40 ÷ $2.00 = 70%.
That makes the two levers obvious: earn more per player (higher LTV), or pay less per player (lower CPI, often through better creatives with a higher IPM).
To calculate ROAS by campaign you need three things joined together: spend from each ad network, installs attributed to each campaign, and revenue from each player. An MMP usually does this for you, including ad revenue at the user level where networks report it. On iOS, much of the data arrives through SKAdNetwork in aggregated form, so iOS ROAS often relies on modelling.
See our ads and user acquisition service if you want help setting ROAS targets.
The total revenue a player is expected to bring in over their whole time in a game.
The average cost of each install, including organic installs the ads helped bring.
A service that attributes app installs and in-app events to the ads that drove them.
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