What Summer counts for you
Every game on Summer Games gets four numbers with no code and no setting:
These do not use your analytics storage, and their history does not expire. Days are in UTC. Launches and play time from the iPhone and Android apps come later.
Send your own events
For things only your game knows:level_completed, boss_defeated, tutorial_step_completed. The full guide, with prompts for your agent, is See what players do. The short version:
Summer.authority.analytics.capture for what the server decides: a match won, a coin collected, an item bought.
Rules
- Names are fixed words in the past tense: 1-64 characters, matching
^[A-Za-z][A-Za-z0-9_.:-]{0,63}$. Never start a name withsummer.. - Values go in properties, not in names:
{"level": 3}, notlevel_3_completed. - Properties: at most 64 values, nested at most 4 deep, one event at most 16 KiB.
- No personal data: no emails, ids, tokens or text the player typed. Summer adds the player, game and build itself.
- Gameplay never waits. Call
_track(...)withoutawait. - Never send again after a failure. The first call may already be stored.
Add analytics before I publish. Your agent adds a few events that answer your questions.
Where your events work
Storage: each game keeps 10,000 custom events for 7 days for free. Send a few events that answer questions, not one per frame.
Read your numbers
In Studio
Open Grow → Analytics, pick your game and 7, 28 or 90 days. You see:- store page views, launches, play sessions and play time, as totals and by day;
- the average play session;
- Custom events your game sent, with counts.
With your agent
summer_grow_overview reads your Grow numbers: players, new players, sessions, play time, day-7 retention, peak players and Sparks earned, for all your games or one.
If the answer says
sample: true, the numbers are sample data, and your agent says so.
How is my game doing? Your agent reads your Grow numbers and tells you what they mean. No changes.
Checklist before you export
- The game sends 3-10 events that answer your questions, such as where players stop and what they finish.
- No
awaiton_trackin gameplay code. - No personal data in properties.
- Under Local Play the game plays normally while events report
unavailable. - After the first published build, open Grow → Analytics and check that your events appear. A short delay is normal.
Does this not help you? Reach out on Discord!

