We're almost to the 2-year anniversary of the first account on this web site: December 9, 2010. That prompted me to take a look at how it's doing. Well, that's my story, and I'm sticking to it!
Accounts on this web site are a good measure of how many people are actually playing. Their performance, over time, can show whether the game is vital or failing.
Now, without writing a program, which I would consider abusive, it's not possible to collect data on every account. So I settled for a random 5% sample. Since, at the moment I checked, there were 7,780 accounts, that meant a by-hand survey of 389: a number small enough to do in an afternoon.
This might seem like a small sample, but it's enough to gain over 80% confidence that the sample realistically represents the entire population. There will be some error, nonetheless. For example, I think a fully random sample actually skews the numbers a bit. Why? Because early-adopters are more likely to hang on for a long time than those coming along later. So, while I'm fairly confident the survey is accurate, I think it slightly under-represents the effect of those early-adopters. Similarly, it unfairly represents the most-recent additions. Fixing such errors is impractical, the effects are probably small, and probably balance each other out.
The chart below shows the number of web accounts, over time.
Two things immediately jumped out at me: there are only two phases, and both are very (and I mean VERY) straight lines (as this sort of thing goes).
As I recall, KittyCatS opened some time in February, 2011. From opening, a fairly constant 4.25 new accounts were created each day. Some time around mid-June a major shift occurred. Virtually overnight the rate changed to 13 new accounts being created each day.
What is remarkable is that these rates are SO constant. I wasn't surprised to see it growing. It can't go down. And every day you see a new-user greeting at the bottom of the main Forum page. But .. it's SO constant!
But, all those new accounts are not actually players. A number of them will be people who come, take a quick look, decide it's not for them, and never return. So, took seven (7) days as the break-point. If someone was only around for less than a week, they could not possibly have bred a pair and gotten a box. So I declared them "just looking".
My sample indicates that fully 65% of all users exceeded that point! This is AMAZING. A new-player retention rate of 65% is phenomenal! It's about TEN TIMES what I expected. This speaks directly to the success of the KittyCatS marketing plan.
But, the real question is, having enticed someone to come look, and having managed to get 2 out of 3 of those to actually stay and play .. how many of them are still playing, today? For that, I chose a 30-day cut-off.
17% of all 7800 web accounts are actively playing today. Put another way, 26% of those who came and stayed are still playing today. Or, since I'm often asked to put a hard number out .. as of today, approximately:
7800 people have "checked out KittyCatS", of those
5100 people have "played KittyCatS", and of those
1320 people are "currently playing KittyCatS"
HAPPY BIRTHDAY, KITTYCATS RESIDENT!