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Game analytics — Coming soon

Coming soon
Not available yet: no date or price announced.

Roblox already gives you figures about your game. They stop at the door: they tell you how many people came in, not what they did next. The VibeStarter analytics service measures what happens inside the game: how long a visit lasts, when players drop off, what they buy, and whether they come back.

This service is not open to any customer account today. It will be bought per game, with the Analytics product, a monthly subscription per tier. All features are included at every tier: see The tiers and The services for your game.

  • Do my players come back the next day? The week after?
  • How long does a visit last, and at what point does it end?
  • Do the players who arrive for the first time stay more than one minute?
  • How much does my game really earn, once the commission is taken out?
  • Did my latest update change anything?
  1. Your Roblox gameA module placed in your game notes what happens: an arrival, a departure, a purchase, an error.
  2. SendingThe notes are sent regularly, grouped, never one by one.
  3. The VibeStarter serviceIt sorts them, stitches teleports into a single visit and calculates the figures.
  4. Your statistics screenThe same figures for you and for the agent in your app.
The path of an event: it leaves a server of your game and ends on a screen you read.

Four principles hold up everything else:

  1. The module is the same for every game. A module adapted game by game would make two games impossible to compare, and comparing is the main use of the service.
  2. A visit is not a session. If a player moves from the lobby to the game, they change servers but do not leave your game: the service joins the two into a single visit.
  3. The same figures for the human and for the agent. An agent in your app that reads your statistics and you cannot get two different numbers for the same question.
  4. “Not enough data to conclude” is an answer. On small volumes, it is even the most common one, and it is better than an invented verdict.
  • You will know where players leave. Not why: for that, look at the last moments of play of those who left from the same place.
  • Your figures will not match Roblox’s, and that is normal: Roblox counts a visit each time someone arrives on a server, and the service counts a visit to your game. Neither one is wrong.
  • Some questions will have no answer. “Did this update bring more players?” cannot be measured as it is: two periods never have the same exposure. The same question asked as a rate, however, can be measured.

A tier does not remove any feature: the screens, the module placed in the game and the agent’s tools are the same for everyone. It sets the resources reserved for your game, shown by two markers:

  • a range of players connected at the same time (CCU), which shows the volume of data your game sends;
  • a retention period for that data.

When your game goes over its tier, the service does not stop: it only keeps part of the events (sampling). Moving up to the next tier is then recommended; this change is never applied automatically.

The ranges, periods and prices of each tier are not announced.

The two charts below are examples with fictional data. They show the shape of the answers, not real figures or the list of the service’s screens. The metric names are in English, as on Roblox.

Retention — fictional data40 %30 %20 %10 %34 %15 %6 %D1 retentionD7 retentionD30 retentionIllustrative example — no real game
Fictional data. “Do they come back?” — the share of a group of players who arrived on the same day and play again the next day, a week later, a month later.
Playtime / visit — fictional data1 5001 0005000-30 s30-60 s1-5 min5-15 min15-30 min30-60 min1 h and upIllustrative example — no real game
Fictional data. “How long do they stay?” — the number of completed visits by duration range. The bump in the very first seconds is the usual focus of work.

What will leave your game, and what will not

Section titled “What will leave your game, and what will not”

The subject always comes up: players play your game, and something measures them.

What the module will send: a Roblox account ID, a country, a device type, the Premium status, the age of the account in days, where the player comes from (invite link, origin place, ID of the player who invited them or whom they followed), technical measures (ping, server performance), and the game counters that you decide to set up.

What it will not send: no username, no email, no position in the world, no chat content, nor anything else from the Roblox profile.

Two exceptions to know about: an error message can contain whatever your game’s code put into it, and a review written by a player is text that this player wrote themselves.

The data stays in Europe. How long it is kept depends on your game’s tier: see The tiers. Tests in Studio do not count in your game’s production measurements.

  • Errors that happen on the player’s computer or phone are not measured. “No errors” therefore does not mean “everything is fine for players.”
  • A player who leaves after a few seconds leaves much less information than one who stays: the breakdowns by device mostly describe the visits that lasted.
  • “New player” means “never seen by the measurement on this game.” The day a game already online starts to be measured, all its regulars look like newcomers.
  • A figure tells you where, never why.

Not available yet: no date or price announced. There is nothing to turn on in the app, nothing to ask support for, and no waiting list.