ARPDAU — the key metric for mobile F2P games, 2026 benchmarks

2026-04-10 · by Rodion Latipov

ARPDAU — the key metric for mobile F2P games, 2026 benchmarks

In the mobile gaming industry, ARPDAU (Average Revenue Per Daily Active User) is the pulse of monetization. If LTV is "how much a customer is worth over their entire lifetime", then ARPDAU is "how much they're worth today".

The formula

> ARPDAU = Total Daily Revenue / Daily Active Users

Example:

10 cents a day per active user. Sounds small? That's normal for casual games. For a top-tier RPG, the norm is $0.50-1.50.

Benchmarks by genre (2026 data)

GenreARPDAU lowMedianTop tier
Hyper-casual$0.01$0.03$0.08
Casual$0.05$0.12$0.30
Mid-core (puzzle)$0.10$0.25$0.60
Strategy / 4X$0.30$0.80$2.00
RPG / MMO$0.50$1.20$3.00
Casino / Slots$1.00$2.50$8.00
Premium / paid appsn/a$5.00$15.00+
Data: AppMagic, Sensor Tower, AppAnnie aggregates.

How ARPDAU differs from ARPU

MetricCalculatedWhen to use
ARPDAUPer daily active userMobile F2P — daily-engagement products
ARPUPer active user in a period (mo/year)SaaS, subscription, e-commerce
ARPPUPer PAYING userFree-to-play — conversion focus
LTVTotal over lifetimeLong-term unit economics
ARPDAU × average lifespan in days ≈ LTV for daily-engagement products.

Example: ARPDAU $0.20 × 180-day lifespan = LTV $36.

How to break ARPDAU into components

ARPDAU = (Paying Users / DAU) × (ARPPU per day)
       = Conversion Rate × Avg payment frequency × Avg payment size

Decomposing it reveals the levers:

4 levers to grow ARPDAU

1. IAP (in-app purchases) — the core for F2P

Industry leader: Battle Pass converts +30% of non-paying users → paying. The highest impact on conversion rate.

2. Ad monetization — for a broad audience

Industry standard ad eCPM: $5-15 for the US, $2-5 for emerging markets.

3. Subscriptions

Pass / VIP / Premium tier:

4. Whale optimization

In F2P, 2% of paying users generate 70% of revenue. These whales are your revenue.

ARPDAU growth — what does NOT work

Pay-to-win mechanics — a short-term +30% ARPDAU, then a mass churn of casual players in 3-6 months → DAU drops -50%, so ARPDAU stays but Net Revenue falls.

Aggressive ads — an interstitial every 30 seconds = retention crash.

Annoying pop-up offers — one every minute = churn risk.

Geographically uniform pricing — the same $0.99 price in the US and Indonesia. In emerging markets, local pricing is essential.

Real-world ARPDAU examples

GameGenreARPDAU (2024 est)DAU
Honor of KingsMOBA$0.45100M
Genshin ImpactRPG$1.2060M
Clash RoyaleStrategy$0.3025M
Subway SurfersHyper-casual$0.0550M
Candy CrushMatch-3$0.1575M
The top-revenue games are not the ones with the highest ARPDAU, but the highest (ARPDAU × DAU). Volume × monetization > monetization alone.

Relationship to other metrics

MetricRelationship
DAUThe denominator of the formula
RetentionHigh retention → longer lifespan → higher LTV at the same ARPDAU
ARPUThe monthly equivalent ≈ ARPDAU × 30
Conversion RateFree-to-paying conversion = the main component of ARPDAU

When ARPDAU is MISLEADING

1. Cohort skew — if DAU drops but whales stay → ARPDAU rises even though the business is dying
2. Seasonal events — a Christmas event doubles ARPDAU for 2 weeks, then back to normal
3. Pricing experiments — sub-cohort tests distort the average
4. Currency — games run globally, USD-reported ARPDAU drifts with FX

Bottom line

ARPDAU is the key mobile metric for F2P games. Know yours. Compare it to the benchmark in your genre. If it's lower — work on the monetization mix (IAP/Ads/Subs). Top-tier ARPDAU in a category = ~10% of all published games, but they take 50%+ of category revenue.

Calculate your ARPDAU below + a genre benchmark.

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Further resources

🧮 Calculate it right here:

Open the full version: https://metricstree.vercel.app/arpdau

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