You learn more per dollar in soft launch than at any other point in a game's life. Traffic is low, CPMs are inflated relative to hard launch, and organic conversion is minimal, but data from this phase shapes the entire UA creative strategy for the following 12–24 months. Playables are especially useful here because their engagement data (which mechanics people touch, for how long, and whether they stay) tells you whether the core loop works, which install volume alone does not.
What Soft Launch Data Playables Generate
A soft-launch playable measures more than installs. It tells you which mechanic makes people want the game. If two versions of your game's core loop are in development, running two playable variants (one showing each mechanic) gives you market feedback on which loop resonates before you commit to one direction in the game itself. That is creative data used as product research.
- Interaction rate: what percentage of users engage with the mechanic vs skip to the CTA. High skip rate suggests the mechanic isn't immediately obvious or appealing.
- Interaction dwell time: how long users spend in the mechanic before tapping CTA or exiting. Longer dwell time (8+ seconds) suggests high interest.
- Install rate post-interaction: of users who interacted, what percentage installed. This is the quality conversion rate.
- D1 and D7 retention from playable-acquired users: if playable users retain better than video-acquired users, the mechanic preview is qualifying the right audience.
Creative Battery for Soft Launch
In soft launch, test hypotheses rather than polishing one creative. During the first 4 weeks, run 4–6 distinct creatives that each test a different variable: mechanic type, audience hook (story vs gameplay vs reward), and format (IEC vs playable vs Break System). The goal is to identify which combination of genre signal, mechanic preview, and CTA positioning generates the best install quality from your target demographic.
Don't invest in high-production playables yet. A simple Image editor end card with a static background and a clear CTA is a valid soft launch creative. It tests the audience and message without requiring a Game Template or Break System. Save the heavy production for concepts you know are working.
Instrumenting the Playable So the Data Exists
Interaction rate and dwell time are only useful if something records them. Networks report impressions, clicks and installs from their own side; what happens inside the creative is visible only if the creative reports it, and not every network surfaces those events the same way. Decide before launch which questions each creative must answer, and make sure the answer will actually be measurable.
- Give every creative a stable, descriptive name that encodes the hypothesis: 'mechanicA-tap-reward-v1' rather than 'playable_final_2'. The name is what will appear in the MMP months later.
- Tag installs by creative in your MMP so retention and revenue can be read per creative, not just per network.
- Know your iOS limits. Attribution through SKAdNetwork reports less detail and later than an MMP does on Android, so plan iOS conclusions around that. See SKAdNetwork and playable measurement.
- Track the in-ad events you need (first interaction, round complete, CTA tap) where the network supports them. See playable ad analytics and event tracking.
A Week-by-Week Creative Plan
A simple structure keeps a soft launch from turning into a scattering of unrelated creatives. One way to lay out the first month:
- Week one: launch a plain end card and one mechanic playable on each chosen network. The end card is your baseline; it tells you what the audience does with no interaction at all.
- Week two: add the second mechanic playable, built with the same art, headline and CTA as the first so the mechanic is the only difference.
- Week three: add one hook variant (story, gameplay or reward) on whichever mechanic is leading, and leave the rest running.
- Week four: read the cohorts. Compare interaction rate, install rate and early retention per creative, write down the conclusion, and retire anything that has clearly lost.
The point is that each week adds one question rather than several, so at the end of the month you can say which answer came from which creative.
Network Selection for Soft Launch
In soft launch, limit to 2–3 networks to keep cost and complexity manageable. Choose based on where your target demographic is most concentrated: mid-core games typically start with Unity and AppLovin; casual games start with Meta and TikTok; APAC-first games start with Mintegral and Pangle. The Solo plan ($29.99/month billed monthly) covers 2 networks per export: appropriate for a soft launch where you're testing rather than scaling. See the UA creative guide for network selection by game genre.
Feeding Learnings Back to Game Design
Strong studios send soft-launch creative data back to the game team. If the Match-3 mechanic playable generates 3× higher interaction rate than the Puzzle mechanic playable, and Match-3-acquired users retain at Day 7 at 35% vs 20%, that's a signal that the Match-3 loop is the core loop worth investing in. That decision, informed by UA creative data, can redirect months of development work before hard launch.
Track cohorts by creative, not just by network
Tag installs by creative variant in your MMP (adjust, AppsFlyer, Kochava). 'Installed via mechanic-A playable' is a cohort you can track through D30 LTV. If that cohort monetizes 40% better than 'installed via video,' you have a structural argument for making mechanic-A playable the primary hard launch format.
Mistakes That Waste a Soft Launch
- Optimising CPI too early. Low soft-launch traffic makes CPI noisy, and the phase exists to learn about the audience and the loop, not to win the auction.
- Polishing before validating. Spending a week on effects and audio for a mechanic the market then ignores is the classic soft-launch loss.
- Running too many creatives at once. With little traffic, spreading it across many variants means none of them reaches a usable sample.
- Showing a mechanic the game does not have yet. If the playable previews a feature that is still on the roadmap, the retention data measures disappointment, not the loop. See policy and misleading ads.
- Reading Day 7 before Day 7 data exists. Cohorts need time to mature; a conclusion drawn on a three-day-old cohort is a guess.
Carrying Soft-Launch Creatives Into Hard Launch
The creatives that won in soft launch become the controls for hard launch, but they rarely ship unchanged. Soft-launch markets are often chosen for cost and similarity rather than because they are the main target, so the hard-launch versions usually need localising for the markets that matter most. See localising playable ads. They also need more networks than the handful used in testing, which is where producing every network's file from one project pays for itself.
Plan for fatigue from the first day of hard launch. A winner that ran for a month in soft launch has already been seen by part of its audience, and spend at scale wears a creative out faster. Keep the soft-launch log, keep the losing variants on file in case the audience changes, and set a refresh cadence before you need one: creative fatigue and refresh cadence covers how to judge it.
Create playable end cards in minutes—no code required.
Open Playable Ads Maker