Situation
PokerBaazi was buying users at volume, but the cohort curves flattened far too early. D15 retention sat at 34%, and a large share of first-time depositors never came back for a second session in the same week. With a first-time-deposit CAC around ₹9,000, every cohort that decayed early wiped out the margin the acquisition team had just earned. Retention was being treated as a CRM calendar rather than a revenue line.
Task
Lift early-life retention and turn repeat play into a predictable share of monthly net gaming revenue, without adding media spend. The commercial targets were a 60-day payback window and positive ROI by D180.
Result
- 34 → 42%D15 retention after the onboarding rebuild
- 25–30%of monthly net gaming revenue attributable to CRM and reactivation
- ₹9K → ₹6Kcost per acquired paying customer, helped by better downstream retention signal
- 3.4XROI by D180, with payback inside 60 days
Action
- Found the real drop-off before touching messagingRebuilt the cohort view in Branch and Tableau across install → registration → KYC → first deposit → first real-money table → D3 / D7 / D15. The largest single leak was not deposit; it was registered users who never reached a table. That reframed the problem from a CRM problem into an onboarding problem.
- Rebuilt onboarding with Product and DesignCompressed the KYC steps, added a guided first-game flow, built a practice-to-real-money bridge so new users learned the interface before risking a deposit, and attached a starter reward code to the first session rather than the install.
- Moved CRM from broadcast to cohortSegmented the base in CleverTap on deposit recency, frequency and value alongside skill tier and game-format preference. Built day 0 / 1 / 3 / 7 activation journeys, deposit-trigger flows, and tournament reminders keyed to the formats a player had actually played, across push, SMS, email and WhatsApp.
- Built a reactivation ladderDefined lapsed segments at 30, 60 and 90 days with different offers and tone at each. Win-back reward codes, personalised tournament invites, and frequency-capping plus suppression rules so the reactivation push did not fatigue the active base.
- Ran retention as an experiment programme80–120 experiments a month across offer construct, send timing, channel mix, creative and copy, holding a 25–30% win rate. Losers were retired weekly rather than left running.
- Fed retention back into acquisitionPushed D60 retention by source back into the acquisition side, so affiliate payouts, DSP optimisation and creative selection were judged on retained users rather than installs. Retention stopped being a downstream department and became an acquisition input.