Questions it answers
Where do players stop?
See which tutorial step most players never get past.
Which level is too hard?
Compare how many players start and finish each level.
Which mode do players pick?
Count matches and players per mode.
What you get
- Events from your game: both your players’ games and your server can record events.
- Events Summer records for you: a player starts searching, is matched, joins a World, and finishes a match.
- An Analytics tab in your game’s dashboard with event counts, the list of events your game sends, recent events and how much storage you’re using.
- Room to start: every game can keep 10,000 events for free, each for seven days. Raise your storage limit to keep more, for 30 days.
Pick your setup
Moments on the player’s screen
Record what happens in your game’s menus and interface: a tutorial step shown, the settings opened, a mode picked. These come from each player’s own game.level_completed. Put the details in its properties, such as the level number,
so one event covers every level.
Track my tutorial and menus. Events for each tutorial step and the main menu choices.
Facts your server decides
Record what your server decides: a match won, a coin collected, an item bought. These are the numbers to trust, because they come from the server and not from a player’s device.Track gameplay on my server. Events for wins, pickups and other server decisions.
Not sure which fits?
Plan analytics for my game. Your agent reads your project and proposes a small set of events. No code.
Testing it on your machine
Under Local Play, events aren’t stored and report that analytics isn’t available, while your game plays normally. Have your game also print each event to its log while you test, so you can check names and properties locally. In a hosted game, events show up in your Analytics tab after a short delay.Does this not help you? Reach out on Discord!

