GUIDE / WEB STORE PERFORMANCE

How fast does a web store load? Measured, with the script

How fast a game web store loads on a phone on 4G, measured the same way every time: TTFB, DOMContentLoaded, load, LCP, bytes and requests, median of three cold loads at 390×844 on a simulated 9 Mbps / 170 ms connection. Appside's demo store numbers, the open script that produced them, and what to fix first on any store.

Updated

A web store opens from a tap in the game, so the player's expectation is "the next screen", not "a website". Every claim about store speed should come with the device, the network, the metric and the script, or it's an adjective. Here are ours, with all four.

The method

Medians across cold loads on a slow simulated network is also the method Appcharge describes for its own store work (its post of September 30, 2026), which is the right one; the difference here is that the script and the numbers are published, so anyone can re-run them.

The numbers: Appside demo store, October 27, 2026

Metric Median of 3
TTFB 212 ms
DOMContentLoaded 875 ms
load 963 ms
LCP 1,080 ms
Transferred 323 KB
Requests 54

The store is server-rendered HTML with the catalogue in the page, so the first content doesn't wait for a JavaScript bundle. The remaining time is images and fonts, which is where the next gains are (see below). We'll re-run and update this table when the store changes; the date on the table is the date of the measurement.

What each number tells you

What to fix first, on any store

  1. Ship the catalogue in the HTML. If the products arrive by API after the page loads, the player sees a spinner, then a layout shift, then the packs.
  2. Size images for a phone, and lazy-load the ones below the fold. A hero image at 1,200 px wide is three times the bytes a 390 px phone needs.
  3. Load third-party scripts after the products, or not at all on the store page.
  4. Use font-display: swap or system fonts, so text never waits for a font file.
  5. Measure after every change, same script, same settings. One run on office wifi tells you nothing.

Speed and conversion

Speed is the first item on the conversion checklist because it's the first thing the player experiences. A store that takes four seconds on 4G loses the player before the "is this really my game's store?" question even comes up. We don't quote an uplift percentage here, because we haven't measured one on real players yet; when we do, it'll be on this page with the method.

Create your store free and run the script against it. No card needed to start; 3.9% per successful payment.

Frequently asked questions

How fast should a game web store load?

Players arrive from a tap in the game and expect the store to feel like the next screen. On a phone on 4G, the first content should be visible within about a second and the page settled within two. Beyond that, each extra second is players who go back to the game.

How do you measure web store speed honestly?

Same device size, same simulated network, cold loads, several runs, report the median, publish the script. One number from a desktop on office wifi says nothing about a player on a phone on a train.

What are Appside's numbers?

On October 27, 2026, the demo store at 390×844 on a simulated 4G connection (9 Mbps, 170 ms RTT) loaded with a median TTFB of 212 ms, DOMContentLoaded 875 ms, load 963 ms, LCP 1,080 ms, 323 KB transferred over 54 requests, median of three cold loads.

What slows web stores down most?

JavaScript that has to download and run before anything shows, images that aren't sized for a phone, third-party scripts loaded before the products, and fonts that block text. In that order.

Can I run the same measurement on my store?

Yes. The script is in the Appside repository (tools/perf/store-speed.mjs). It takes any URL and prints the same six numbers, so you can compare stores like for like.

Sources

Related

SEE IT YOURSELF

Build your store
before the first call.

Try the live demo ↗Create your store
LET’S TALK

Book a demo

Connect with Oded to arrange a walkthrough of Appside.

Contact Oded on LinkedIn ↗