Strategy Games Have Lost Their Soul
The market leader generates $75M/month (Sensor Tower State of Mobile 2026) — and its highest-value players are actively frustrated.
Every strategy player has a moment. The merge that wiped their alliance. The bundle that made skill irrelevant. The day they stopped caring. One of our founders had that moment — and built something instead. Free Wars: The First Age is live, server-authoritative, and permanent. The world remembers. So do the animals.
The market leader generates $75M/month (Sensor Tower State of Mobile 2026) — and its highest-value players are actively frustrated.
Strategy games generated $17.5 billion in 2025. The market leader fell from $212M/month to $75M.
Ten years shipping mobile titles on iOS and Android.
Two cataclysms. One hope. A world that remembers everything.
Nine steps. One permanent world. A loop no competitor has built.
Industry average D2 retention ~23% (Liftoff Mobile Gaming Apps Report 2024). We have mechanical answers and a 90-day loop.
Strategy genre D2 retention ~23% (Liftoff Mobile Gaming Apps Report 2024). Mid-core D30 benchmark is 6.8% (Adjust/AppsFlyer 2026). Our soft launch KPI gate of 8% D30 is deliberately set above the 6.8% mid-core average. Here are our mechanical answers.
We solve every pain point driving players away from market leaders.
| Dimension | Free Wars ✶ | Last War | Whiteout | Rise of Kingdoms |
|---|---|---|---|---|
| Emotional Core | Bonded animals, permadeath | None | None | Limited |
| Monetisation | Fair F2P · Cosmetics | Extreme P2W | Heavy P2W | Mixed |
| World | Never resets · History on map | Forced merges | Total map reset | Kingdom merges |
| Theme | The Awakening — unique IP | Zombie | Ice survival | Historical |
| Seasons | Echoes — lore-driven resets | Event rotation | Basic | KvK cycles |
Fair monetisation IS the product’s USP. Breaking this rule destroys the brand.
Free Wars is a live, server-authoritative 4X strategy game in active development on Unity 6. Not a mockup. Not a design document. A working technical foundation.
Every major technical decision was made with a persistent world MMO in mind from day one.
| Technical Challenge | Our Solution | Why It Matters |
|---|---|---|
| State synchronisation across devices | Nakama server-authoritative RPCs | Solved. Two devices on same map today. |
| Performance at scale (1000s of units) | Unity DOTS / ECS architecture | Solved. Profiler data available on request. |
| Permanent world data storage | Cloud database with persistent state | Solved. Map state survives server restarts. |
| Anti-cheat for fair F2P | Server-authoritative validation on all actions | Built in. No client trust. |
| Scalability from 1K to 100K players | Nakama horizontal scaling + cloud VM | Nakama is designed for this. Budget in Phase 2. |
Every serious investor asks about risk. We have identified the real ones and built specific mitigations into the plan.
| Risk | Description | Mitigation | Status |
|---|---|---|---|
| No live-ops MMO experience | Team has shipped simulator games. Nobody has operated a live MMO with 50K+ DAU for over a year. | Live Ops advisor / producer to be hired in Phase 1. Budgeted. Justin Stolzenberg (Metica, Phoenix Games, flaregames) in active advisory conversation. | In Progress |
| Permanent world power disparity | Early players could dominate the map permanently, blocking new player growth. | Seasonal territory resets every 8 weeks. Hero levels and bonds carry over. Land resets. Hard caps on resource stockpiling. Faction protection zones for new players. | Designed |
| Retention unproven at scale | No closed beta data yet. D2/D7/D30 projections are based on benchmarks not measured performance. | Phase 1 soft launch in Tier 3 markets (Vietnam, Brazil) at low CPI validates retention before £120,000 Tier 1 UA spend. Phase 2 KPI gate: D30 ≥ 28% required before global launch. | Gated |
| Larger studio copies the model | A well-funded competitor adds cosmetics-only and permanence. | Permanence cannot be retrofitted — it requires rebuilding server architecture from scratch. Current leaders have millions of players on merge-dependent systems. DOTS/ECS performance layer is a genuine technical moat. | Structural |
| UA costs exceed projections | CPI in Tier 1 markets increases or conversion rate underperforms. | 15% contingency in Phase 2. Soft launch CPI data from Tier 3 informs Tier 1 spend before committing. UA budget can be redirected to lower-CPI markets if needed. | Buffered |
| Seasonal resets frustrate casual players | Players who cannot complete seasonal content before reset become frustrated and churn. | Hero levels, bonds, and gear carry over permanently. Only territory resets. Players keep their identity and progression — only their land position changes. Separate casual-paced content track planned for Phase 2. | Designed |
Fair free-to-play is not charity. It is a proven model that generates more revenue per player over a longer period than pay-to-win.
Three-stage model. Every UA pound is performance-gated. No Tier 1 spend until Tier 3 retention is proven.
| Metric | Soft Launch | Early Scale | Mature Scale |
|---|---|---|---|
| Primary Markets | Brazil, Vietnam, Turkey | US, UK, Germany | Global |
| CPI Range | £0.30–£1.20 | £2.50–£5.00 | £4.00–£7.50 |
| D1 Retention | 30–38% | 32–40% | 35–42% |
| D7 Retention | 12–18% | 14–20% | 16–22% |
| D30 Retention | 6–10% | 8–12% | 10–15% |
| Paying Conversion | 2–4% | 3–5% | 4–6% |
| Monthly ARPPU | £16–£32 | £28–£50 | £40–£75 |
| Blended LTV / Install | £1.20–£3.20 | £3.20–£7.20 | £6.40–£14.40 |
| Payback Window | Not expected | 12–18 months | 9–15 months |
| Metric | iOS | Android | Strategy Implication |
|---|---|---|---|
| Mid-Core CPI 2026 | $5.96 | $2.04 | Soft launch Android-first — 3x more data per pound |
| iOS CPI YoY Growth | +19% | +8% | CPI inflation reinforces Android-first soft launch |
| 12-Month ARPU | $5.84 | $3.21 | iOS ARPU 1.8x Android — justifies higher CPI at scale |
| ATT Opt-In Global 2026 | 27% global · 31% US · 38% JP | N/A | iOS attribution variance 12–18% — model two layers |
| UA Strategy | iOS-weighted at scale | Android-first at launch | Platform shift as retention proof matures |
We do not scale on hope. Every market, creative, and cohort is measured before budget increases.
| Stage | Budget | Required KPI Signal | Status |
|---|---|---|---|
| Closed Beta | £10K–£25K | D1 ≥ 30% · Tutorial completion ≥ 65% | Phase 1 |
| Soft Launch | £60K–£100K | D7 ≥ 14% · D30 ≥ 6–8% | Phase 1 |
| Monetisation Validation | £100K–£200K | Payer conversion ≥ 3% · ARPPU stability confirmed | Phase 2 |
| Tier 1 Expansion | £250K+ | Improving cohort ROAS · Stable retention across markets | Phase 2 |
| Global Scale | Growth round | Proven long-term payback · Positive unit economics at scale | Series A |
Both models are viable. One delivers significantly more runway, marketing, and contingency.
| Metric | Model A | Model B |
|---|---|---|
| Monthly Burn | ~£42k | ~£15–20k |
| Runway | 18 mo | 24+ mo |
| Marketing | £160k | £220k (+38%) |
| Contingency | £120k | £210k (+75%) |
| IP Ownership | GreenTech (UK) | GreenTech (UK) |
| Dev Risk | Lower | Moderate |
| Efficiency | Good | Exceptional |
Two-phase structure. Phase 2 gated on Phase 1 retention KPIs.
Below-market salaries, staged hiring, lean operations. Model to be agreed with investor.
Conservative projections based on verified industry benchmarks for conversion, ARPPU, and CPI.
| Year | MAU Range | Conv. | ARPPU/Mo | Monthly Rev | Annual Rev |
|---|---|---|---|---|---|
| Yr 1 | 20K–40K | 2–3.5% | £16–£32 | £6K–£45K | £72K–£540K |
| Yr 2 | 75K–150K | 3–4% | £24–£40 | £54K–£240K | £648K–£2.88M |
| Yr 3 | 200K–400K | 3.5–5% | £32–£44 | £224K–£880K | £2.7M–£10.6M |
| Yr 4 | 400K–700K | 4–5% | £40–£52 | £640K–£1.82M | £7.7M–£21.8M |
| Yr 5 | 700K–1M+ | 4–6% | £44–£60 | £1.2M–£3.6M | £14.4M–£43.2M |
Three scenarios based on conservative revenue multiples standard for mobile gaming.
| Scenario | Yr 3 ARR | Multiple | Valuation | Return (20%) | ROI |
|---|---|---|---|---|---|
| Conservative | £1.5M–£3M | 5× | £7.5M–£15M | £1.5M–£3M | 1.5–3× |
| Base Case | £3.89M–£5M | 6× | £23M–£30M | £4.6M–£6M | 4.6–6× |
| Upside | £8M–£12M | 8× | £64M–£96M | £12.8M–£19.2M | 13–19× |