How to use this calculator
- Enter average monthly revenue per player.
- Enter the share of revenue retained as gross margin.
- Enter monthly churn as a percentage above zero.
- Optionally add acquisition cost to calculate value after acquisition.
Estimate a simplified player lifetime value for game development using monthly revenue per paying player, gross margin, and monthly churn. The calculator also shows implied lifetime, value after acquisition cost, and the maximum acquisition cost at break-even. This steady-state model is best for quick planning and scenario comparison; use cohort-level revenue and retention curves when player behavior changes substantially over time.
Player LTV = Monthly revenue × Gross margin ÷ Monthly churn rate
Implied lifetime is 1 ÷ monthly churn rate. Percentages are converted to decimals before calculation.
Estimated LTV is the gross-margin revenue expected from an average player under constant monthly revenue and churn assumptions.
This model assumes stable churn and revenue. It does not replace cohort analysis, discounted cash flow, or a full contribution-margin model.
At $18 monthly revenue, 70% gross margin, and 8% monthly churn, implied lifetime is 12.5 months. Estimated LTV is $18 × 0.70 ÷ 0.08 = $157.50. After a $35 acquisition cost, estimated value is $122.50.
It uses the monthly revenue value you enter. For contribution-style LTV, enter revenue after platform fees and other variable costs.
Under a constant-churn model, the reciprocal of monthly churn approximates the expected customer lifetime in months.
A finite lifetime cannot be estimated from the simple churn model, so the calculator asks for a rate above zero.
Yes. Enter acquisition cost to see the estimated value remaining after acquisition.
It is a compact steady-state estimate. Cohort curves are better when retention or revenue changes materially by player age.
| Variable | Meaning |
|---|---|
| Monthly revenue | Average revenue per player per month |
| Gross margin | Revenue retained after variable delivery costs |
| Monthly churn | Share of players lost each month |
| Acquisition cost | Cost to acquire one player |