Our primary impact metric will be the number of trees planted through our games. We will closely monitor and measure how many trees are planted based on player interactions, downloads, and in-game transactions. Reforestation through the game will be carried out through a transparent and auditable background by players, where part of the game's monetization (ads and in-app purchases) will be converted to reforestation. Still, several metrics are essential to understand and evaluate the success of our game. We highlight the most important of them:

   1. Cost Per Install (CPI): measures the amount spent to acquire a new user or install our game. This cost is calculated by dividing the total amount invested in marketing campaigns by the number of installs generated. Our CPI indicators today are USD 0.078, considered excellent by industry standards.

   2. Player Retention Rate (short, medium, and long term): Measures the proportion of players who return to the game after the first login. More excellent retention indicates greater engagement and continued interest.

   3. Conversion Rate: Evaluates how many players who downloaded the game performed some desired action, such as completing a tutorial or making an in-game purchase.

   4. Monetization: Analyzes revenue generated through in-game purchases, advertisements, or other sources. This metric is vital to the economic viability of the game.

   5. Average Session Time: shows how much time players spend in the game per session. Longer time suggests greater involvement and interest.

   6. Number of Downloads: Indicates how often the game has been downloaded. A steady increase could indicate a growth in the player base.
   7. Ad Conversion Rate: For games with ads, this metric calculates how many players click or interact with displayed ads.
   8. Player Lifetime (LTV): Calculates the revenue generated by a player over the entire time he plays the game. It helps to understand the long-term value of each player.
   9. Active Users: Calculation of the number of active users during each period (day, week and month)
