KillClock

The pack you run before another week of budget.

Soft launch: four clear gates (day-1 retention, day-7 retention, cost per install, early ROAS). Pass 3+ → scale. Pass 2 → iterate. Else kill.

What Soft numbers mean

Each Soft pack checks four gates. Left side is your measured number; right side is the bar you must clear. Pass three or four → SCALE. Pass two → ITERATE. Pass zero or one → KILL.

  • D1Day-1 retention

    Share of players who come back the day after install.

    Pass when your % is at or above the minimum.

  • D7Day-7 retention

    Share of players still coming back one week after install.

    Pass when your % is at or above the minimum.

  • CPICost per install

    Average dollars spent to get one install.

    Pass when your $ is at or below the maximum.

  • ROASEarly return on ad spend

    Early revenue ÷ ad spend. 0.40 means you earned $0.40 for every $1 spent so far.

    Pass when your multiple is at or above the minimum.

How the verdict is scored

  • SCALE3 or 4 of 4 gates pass — Strong enough to widen spend.
  • ITERATE2 of 4 gates pass — Fix weak gates before you scale.
  • KILL0 or 1 of 4 gates pass — Stop — more weeks will not save it.

Soft launch. Live release.

Two modes. Same ritual. Enter the numbers you already have.

Soft

Week three. Day-1 retention at 29%. $18,400 already spent on UA. Someone wants two more weeks. Soft mode returns scale, iterate, or kill — with an Assumed burn envelope (spend × multiplier).

Live

3.5.0 ships. Revenue drops 32% vs prior builds. Crashlytics is green. Live mode flags the cliff and Assumed horizon dollars before UA keeps spending.

What the pack looks like

Verdict, your number vs the bar on each gate, Assumed dollars, next actions — ready to paste into a UA thread.

$149/mo · both modes

See pricing