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Analytics tiers

In app 4.0.0 or later, and on the website.

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 concurrent players (CCU), which shows how much data your game sends;
  • a retention period for your game’s curves.

Two retention periods apply to your data:

What How long
The detail: each event, each session, players’ written reviews 3 months, for all tiers
The curves: figures per day and per hour, retention by group, which keeps each player’s activity per day Your tier’s duration, then deleted within 7 days
The date of first visit of each player As long as Analytics is active on the game

After three months, you still find your curves for the length of your tier, but no longer the list of sessions or the detail of an event from that period. What has passed its retention period is deleted and cannot be recovered, even if you change tier afterwards.

In the screens, a period that starts before what your game keeps is still shown:

  • a line under the period gives the date from which data is kept, for example “Données gardées depuis le 15 juillet” (data kept since 15 July);
  • the days before do not appear in the curves, and a figure whose whole period is deleted is shown empty, never as zero;
  • the comparison with the previous period is shown only if that period is still kept in full;
  • when choosing the period, a shortcut longer than what your tier keeps is greyed out and names the tier that covers it, for example “12 derniers mois · Palier 3” (last 12 months · Tier 3).

In the Analytics screens, a gauge under the game’s name shows its tier, the share of today’s cap already used and the busiest day of the last thirty days.

When your game exceeds its tier, the service does not stop: it only records some of the events (sampling). Moving up to a higher tier is then recommended; this change is never applied automatically.

  • What stays complete: sessions, purchases, concurrent players and playtime. Players, revenue and retention therefore stay exact.
  • What is reduced: events specific to your game, recorded for only part of the sessions. Their counts go down by the same proportion; rates and funnels stay correct, because a session is recorded either in full or not at all.
  • You get an email when your game reaches its tier’s cap, at most once a month. At tier 4, the email invites you to reply: a price suited to the size of your game is offered to you.

There are four tiers, numbered 1 to 4:

Tier Average CCU Charts kept Daily event cap Price per month, incl. VAT
1 0 to 250 3 months 12.5 million €39
2 250 to 1,000 6 months 50 million €129
3 1,000 to 5,000 12 months 250 million €349
4 5,000 and up 24 months 500 million €799

The event cap is the one beyond which sampling starts, for the current day. Prices checked on November 4, 2026; the Pricing page is the reference.

You take Analytics on the game’s Overview, in the app: see Get a product for your game. Its column has, beside the price, the “Tier” choice 1, 2, 3 or 4. The price, the load line (for example “0 – 250 average players · data kept 3 months”) and the button follow the chosen tier. A tier that is not on sale is greyed out. The “Average CCU” is a guide: your game’s figure varies from day to day.

Choose the tier you want, then click Subscribe to Analytics · tier N. Only tiers on sale can be chosen. The subscription is monthly and applies to this game.

  1. On the game’s Subscriptions page, the Analytics card repeats the table: a green dot marks the game’s tier. Tick a tier above the one in your subscription.
  2. Click Move to tier N.
  3. The “Before you pay” window shows the amount and reminds you that the subscription to the current tier stops, with no deduction or refund for its current period. Tick the box, then click Continue to payment.
  4. Pay in your browser. The new tier applies once the payment is confirmed.
  • A new one-month period starts with this payment. The old subscription then stops: it no longer renews, and an email confirms that it has stopped.
  • Until the new payment is confirmed, nothing changes: neither the tier nor the old subscription.
  • The change is not offered if the last Analytics payment failed (“The last Analytics payment failed. Settle it before changing tier.”) or after a cancellation request.

Moving down cannot be done in one click. The card says so: “To move down a tier: cancel Analytics, let the paid period end, then subscribe to the tier you want.” See Cancel a per-game product.

When the VibeStarter team gives Analytics to a game, its card shows “Included on this game”, the game’s tier (green dot, no price and no tick box) and the “Tier on request” box: “Analytics is given to this game by the VibeStarter team. To change tier, write to us:” followed by support@vibestarter.pro. There is no Subscribe to Analytics · tier N button and no Move to tier N button. Write to this address with the game’s name and the tier you want: the team changes it.

The rule applies to the whole game: a paid Analytics subscription on the same game continues and is cancelled as usual, but its tier can no longer be changed from the card. A change request gets the reply: “Analytics is given to this game: its tier is not changed by a purchase. To change it, write to support@vibestarter.pro.”

The game’s other products are taken as usual.

Analytics reserves resources for each game. When there is no room left, sales close: the product’s line shows “Full for now”, and the card of a game already subscribed shows “No room left for now: Analytics sales are closed.” Moving up a tier is closed as well during this time. An ongoing subscription continues.

The Starter pack closes at the same time.

If the payment for a renewal is not confirmed by the due date, nothing changes for 3 days, as with Community: the measurements and the screens stay complete. If the payment goes through within this period, nothing else happens.

Without payment at the end of these 3 days, Analytics does not switch off right away: until the seventh day after the due date, your game keeps sending its measurements in reduced form. Sessions, purchases and concurrent players stay complete, and the other events are recorded for only part of the sessions. The screens are no longer accessible during this period.

You receive an email that gives the stop date. If you settle the payment before then, everything resumes as before, without reinstalling anything in the game. After a refused charge, settle it with the “Resume my subscription” link, at the same tier: see Resume an unpaid subscription. Otherwise, Analytics stops for this game on that date.

When a game’s Analytics subscription ends, or when the Starter pack ends, what the game sends is no longer recorded, and its data is kept for 30 days, then deleted. VibeStarter also removes the sending key from the game’s Roblox secrets, using your account’s Analytics key, which stays saved: the module goes back to sleep and sends nothing. If you had deleted the Analytics key before the end, see Delete the Analytics key. After an unpaid renewal, these 30 days count from the missed due date.

Two emails warn you: the first at the stop, with the deletion date; the second seven days before that date. Reactivating Analytics for this game before deletion gives you back the data still kept, with nothing to reinstall: the sending key is put back in the game’s secrets, with your account’s Analytics key, and the game’s new servers measure right away. If that key is missing or Roblox refuses it, the “Connect your game” step shows up again.

If you erase your VibeStarter account, your games stop sending their measurements and their data is deleted 30 days after the erasure. A game on which another account still holds Analytics carries on for that account.