Day 7 retention benchmark for Gaming apps
Published range
12%
From a single published source. Treat one source as an indication, not a benchmark.
Every published figure
12%
Hyper-casual; mid-core nearer 22%
UXCam, 2026 · taken from the publisher's summary
What day 7 retention actually measures
The share of users still returning one week after install.
Where the measurement goes wrong
Some platforms report D7 as 'returned on day 7 exactly', others as 'returned at any point in the first 7 days'. The second is always the flattering one.
Three things that change how you should read this
- Business model predicts retention better than category does
- Subscription apps retain around 14% at D30 against 5.4% for ad-supported ones. A subscription gaming app retains better than an ad-supported fintech app, which means comparing yourself to your category average can mislead you in either direction. Business of Apps
- The all-category median is roughly 4% and tells you nothing
- Retention varies four to five times across industries, so a global average is not a benchmark, it is an artefact of whichever mix of apps the sample contained. UXCam
- Roughly two thirds of fintech installs in India are organic
- Which matters for reading any paid-heavy benchmark against your own numbers: an organic-led cohort retains differently, and most published benchmarks do not separate the two. Apptrove
Your number is below this. Now what?
A benchmark tells you whether to worry, not what to do. Retention is downstream of activation: if users are not reaching the thing the product is for, no amount of re-engagement fixes the curve. That is the first thing worth checking, and it is usually the least instrumented part of the funnel.
- Run the 13-question diagnostic — scores activation, retention and monetisation separately
- How a repeat-user growth loop was built
- Consumer app growth consulting