DEV Community

Daniel Mercer
Daniel Mercer

Posted on

Why we stopped chasing app installs and doubled down on the browser

Why we stopped chasing app installs and doubled down on the browser

Every growth playbook for a games site says the same thing: get the app install. Build the app, buy the installs, push the notifications, and watch retention climb. We tried that logic, ran the numbers, and then did the opposite. We stopped chasing app installs and doubled down on the browser instead. Here is why, and what we learned from a portal that serves tens of thousands of games to people who never install anything.

The install is a wall, not a funnel

An app install asks a stranger for a lot: storage space, a password, a permission screen, and trust. Most people who click a game link do not want a relationship with a games company. They want ten minutes of fun, right now, in the tab they already have open.

Every step between click and play loses people. Our own experience matches what every web developer already knows: the browser removes almost all of those steps. Click, load, play. No store, no download, no update screen, no account. When your product is a five-minute game, that difference is not a minor optimization. It is the whole product.

What the browser does better than an app

First, discovery. A browser game can be linked, shared, embedded, and indexed. A friend can send you a link and you are playing in seconds. An app cannot be linked into existence. It has to be found in a store, downloaded, and opened, and by then the impulse that made you click is gone.

Second, device freedom. The same browser game works on a school Chromebook, an old family laptop, a phone, and a work computer on a lunch break. No operating system versions, no app review queues, no storage warnings. For players with older or shared devices, which is a large share of the world, the browser is not the fallback. It is the only option that works.

Third, honesty. A browser game cannot hide behind push notifications and daily reward timers. If it is not fun, the player closes the tab, and that is fine. That discipline makes us build better games, because retention has to come from the game itself, not from a notification schedule.

The trade-offs are real, and we accept them

The browser is not free of costs. Performance varies by device, offline play is limited, and we cannot send a push notification to bring a player back. We also give up the app store as a discovery channel, which matters for some genres.

We accept those trade-offs because our audience told us to, with their behaviour. Players come back to a browser portal when they remember a game, not when an app nags them. Our repeat visits come from bookmarks, shared links, and habit, which are slower to build but far more durable than an install count that flatters a dashboard and empties within a week.

What this means for how we build

Doubling down on the browser changed our engineering priorities. Load time became the top metric, because a game that takes twenty seconds to load has already lost. We test on low-end devices first, not last, because that is where most of our players actually are. We keep games small, interfaces simple, and accounts optional, because every requirement is a reason to close the tab.

We also stopped measuring success by installs. We measure it by games played, by return visits that nobody prompted, and by links shared between friends. Those numbers are harder to buy and slower to grow, but they describe a real audience instead of a rented one.

The lesson for small teams

If you are a small team building something people use in short bursts, ask yourself whether an app is really your product, or just what the playbooks told you to build. For us, the answer was clear. Our players never asked for an app. They asked for games that load fast, work everywhere, and respect their time.

So we build for the tab, not the store. If you want to see what that looks like in practice, browse the free games on GameZiko. No download, no sign-up, just a game, in your browser, in seconds. That is the whole pitch, and it turns out it was enough all along.

Top comments (0)