Research
How fast do mobile games let you play? Data from 25 first sessions
Published November 11, 2026 · Data as of November 11, 2026 · Gamedexy research
Across 25 mobile games we captured from a fresh install, the player was in a level or a play loop by a median of screen 5 of the first session. Eight games got there within three screens. The first session itself ran 24 to 79 distinct screens (median 59).
Key numbers
- Gameplay starts: median screen 5 (1 to 22).
- First win, in the 13 games that have win screens: median screen 8.
- Tutorial screens in the first session: median 6, from 0 to 38.
- First real-money price, in the 21 games that show one: median screen 16.
What we found
1. Most games let you play almost at once
Brain Test, Colony Flow!, Eatventure, Hooked Inc, Last Asylum, Perfect Makeover Cleaning ASMR, Royal Kingdom and Snake Clash put the player into play within three screens. Eatventure did it at screen 1.

Brain Test, step 3 of full first session. Captured 2026-07-13.

Colony Flow!, step 3 of full first session. Captured 2026-07-12.

Eatventure, step 1 of full first session. Captured 2026-07-14.
2. The one slow start was our capture, not the game
Search It (screen 22) is the outlier. Its home screen offers a level at screen 3, but our recording opened settings, achievements, the profile and the shop before starting one. That is how one tester played, not a long intro, so its gameplay and price positions say more about the capture than about the game. Leaving it out moves the median from screen 5 to 4.5.
3. Tutorials are short, with a few long exceptions
Half the games used 6 or fewer tutorial screens in their whole first session. The longest were Last Asylum (38), Merge Cooking: Theme Restaurant (29) and Little Farm Story (20).
4. Most games let the player win before showing a price
Of the 13 games with a win screen, ten let the player win before showing any real-money price. The exceptions were Brain Test (price at screen 5, first win at 13), Search It (price at screen 11 after our tester opened the shop, first win at 40) and Train Miner (price at screen 8, first win at 50). For the full picture of when games start selling, see when mobile games show the first offer.

Block Out! Color Sort Puzzle, step 4 of full first session. Captured 2026-07-12.

Brain Test, step 13 of full first session. Captured 2026-07-13.

Find Differences, step 10 of full first session. Captured 2026-07-13.
How we measured
Each game's published "Full first session" flow is the earliest fresh-install capture we hold, with repeated gameplay frames removed. Positions count distinct screens in order, so they compare pacing, not minutes. A screen counts as play when it is gameplay, a win, a fail or a continue screen; as a price when it is a purchase sheet or shows a real-money price. Idle and simulation games often have no win screens, so the win numbers cover only the 13 games that do. Data as of 2026-11-11. Every game's numbers are on its first session teardown.
Small sample (25 games, mostly casual and puzzle). Read the medians as "around", not as rules.
