If the game is truly offline (no hidden connection to a server) then there aren't really any good "retention" statistics you can reliably track that aren't simply being estimated based on sales data and by monitoring community activity (forums, support, etc).
However, if you assume some kind of online account or client (IE: Steam) then getting retention metrics becomes trivial because Steam stores all that handy information for you in order to display it to the player.
The important information as a developer/company would be:
- Weekly, monthly and quarterly sales
- Daily, weekly and monthly logins
- Average session length
- Number of support requests
- Average time to resolution of support requests
Those would be what I'd be interested in for mostly obvious reasons... sales tells you how well your game is doing in concrete numbers, logins tells you how popular your game is, session length tells you how engaging the game is, support tickets tell you about the health of the game, and resolution reflects the quality of your support.
Keep in mind that watching those numbers relative to patches, competition within (and outside) of your genre, and other factors over time will help you assess the direction you need to take the game or future releases.
For example, if you are selling 10k games per week and have 100k average logins with an average playtime of 45min per session and suddenly that doubles (or cuts in half) after a new patch then that gives you critical data moving forward about how the player-base feels in a way that community and feedback can't measure.