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Game analytics Do new players stay, and do they pay?

The game template uses five event families: progression, resource, monetization, design and error. Account, role and server are the subjects. Overview, Progression, Monetization, Resource and Health boards install together.

  • Mini-game, mobile and PC in one pack
  • Win % and Fail / Complete per level
  • Errors and affected users by build
app.tapcub.com
DashboardsGame overviewLast 12 monthsFilterExport

Roles created

24,860

▲ 14.2%

Active roles

61,200

▲ 9.8%

Revenue

$48,900

▲ 11.6%

ARPPU

$18.40

▼ 2.3%

New roles and paying users

Roles createdPaying users
JanMarMayJulSepNov
Sample data
The problem

Three things a game team argues about

Where players quit, who pays, and whether the latest build broke something.

A level that eats players

Day-2 retention falls but nobody knows which level. level_fail with level makes the wall visible by Fail / Complete ratio.

Watch: Fail / Complete ratio

Payer rate without context

Payer rate and ARPPU are known; which level or event triggers the first purchase is not. The payment funnel holds level_up before purchase.

Watch: Payer rate

Crashes found in reviews

game_error with severity and app version shows affected users per build before the store rating does.

Watch: Affected users

Template metrics

Twenty metrics across five boards

Progression, monetization, ads, economy and health. Names match the console after install.

MetricDefinitionFormatDashboards
Roles createdTOTALS(create_role)NumberGame overview
Monetization
Active rolesUNIQUES(role_login)NumberGame overview
Level startsTOTALS(level_start)NumberProgression
Level completesTOTALS(level_complete)NumberProgression
Level failsTOTALS(level_fail)NumberProgression
Win %TOTALS(level_complete) / (TOTALS(level_complete) + TOTALS(level_fail)) * 100PercentProgression
Fail / Complete ratioTOTALS(level_fail) / TOTALS(level_complete)NumberProgression
RevenuePROPSUM(purchase.revenue)CurrencyGame overview
Monetization
Paying usersUNIQUES(purchase)NumberGame overview
Monetization
PurchasesTOTALS(purchase)Number—
ARPPUPROPSUM(purchase.revenue) / UNIQUES(purchase)CurrencyGame overview
Payer rateACTIVE(purchase)PercentMonetization
ARPUPROPSUM(purchase.revenue) / UNIQUES(role_login)Currency—
Ad revenuePROPSUM(ad_impression.revenue)CurrencyMonetization
Rewarded ads completedTOTALS(ad_reward)Number—
Currency earnedPROPSUM(earn_virtual_currency.value)NumberResource
Currency spentPROPSUM(spend_virtual_currency.value)NumberResource
Source / sink ratioPROPSUM(earn_virtual_currency.value) / PROPSUM(spend_virtual_currency.value)NumberResource
ErrorsTOTALS(game_error)NumberHealth
Affected usersUNIQUES(game_error)NumberHealth

Metric names and formulas come from the industry pack. TOTALS counts events, UNIQUES counts people, PROPSUM adds up a property. Every figure on this page is sample data.

Dashboards the template installs

Each dashboard is a set of cards: KPIs, funnels, trends, retention, distributions and breakdown tables. Edit, duplicate or share them after install.

Game overview

8 cards on this board

4 × KPI1 × trend1 × retention1 × funnel1 × table

Metrics on this board

Roles created · Active roles · Revenue · ARPPU · Paying users

Progression

7 cards on this board

3 × KPI1 × trend1 × funnel2 × distribution

Metrics on this board

Level starts · Win % · Fail / Complete ratio · Level completes · Level fails

Monetization

10 cards on this board

4 × KPI1 × trend2 × funnel1 × distribution1 × retention1 × table

Metrics on this board

Revenue · Paying users · Payer rate · Ad revenue · Roles created

Resource

5 cards on this board

3 × KPI1 × trend1 × distribution

Metrics on this board

Currency earned · Currency spent · Source / sink ratio

Health

4 cards on this board

2 × KPI1 × trend1 × table

Metrics on this board

Errors · Affected users

Funnel

Create role, start a level, clear it, level up

The new-player funnel has a 3-day window. The −46% badge marks the step losing the most new roles, usually the first clear.

app.tapcub.com
FunnelsNew-player funnelLast 30 daysUsersSessions

New-player funnel

3-day window

Create role

2,400

Level start

1,248

Level complete

674

Level up

508

Sample data

Break down by level

level is a property on start, complete and fail. Run the funnel per level to find the wall.

Break down by platform

Mini-game, Android, iOS and PC share the events. A drop that only appears on one platform is a performance problem, not a design one.

Fourteen days to pay

The payment funnel runs create_role → level_up → purchase over 14 days, so you see which progression milestone precedes the first purchase.

Also in the pack

  • Payment funnelCreate role → Level up → Purchase · 14-day window
  • Rewarded-ad funnelAd impression → Rewarded ad completed → Currency earned · 1-day window
How teams use it

What live-ops, design and engineering set up first

The level wall, the first purchase, the economy and the build that broke.

Use case 1

Find the level that stops players

level_start, level_complete and level_fail carry the level. Win % and the Fail / Complete ratio per level show the wall; the failed-level distribution shows how many players hit it.

  • Win % and Fail / Complete per level
  • Clear-time distribution for pacing
  • Failed-level distribution on the Progression board

Example scenario: Level 3 took 48% of all fails and Day-2 retention was 31%. After the boss HP was cut by a fifth, fails fell to 22% and Day-2 rose to 39%.

app.tapcub.com
ProgressionFailed levelsLast 30 days

Level fails · share by level

L1L2L3L4L5
Sample data
Use case 2

See what happens right before the first purchase

The payment funnel holds level_up before purchase. ARPPU, payer rate and the single-purchase distribution show whether the starter pack or the level-10 bundle does the work.

  • Payment funnel, 14-day window
  • Payer rate, ARPPU and ARPU on one board
  • LTV curve: cumulative revenue per user by Day-N
app.tapcub.com
MonetizationPayment funnelLast 30 days

Payment funnel

14-day window

Create role

2,400

Level up

1,248

Purchase

674

Sample data
Use case 3

Balance the economy with source and sink

earn_virtual_currency and spend_virtual_currency carry the currency name, value and source or item. The source / sink ratio shows inflation before players notice.

  • Currency earned vs spent trend
  • Source / sink ratio per currency
  • Single-spend distribution by item
app.tapcub.com
ResourceEconomyLast 30 days

Currency earned vs spent

EarnedSpent
JanMarMayJulSepNov
Sample data
Use case 4

Catch the broken build before the reviews do

game_error carries severity, message and the build. The Health board shows errors and affected users per platform and version; the alert fires when a new build exceeds the baseline.

  • Errors and affected users by version
  • Error trend with release markers
  • Alert to engineering within minutes of a bad build
app.tapcub.com
HealthBy buildLast 30 days

Errors by build

Last 24 hours
BuildPlatformSessionsErrorsAffected
4.2.1Android48,2001860.3%
4.2.1iOS39,400920.2%
4.2.0Android12,6001,8409.1%
4.2.0iOS9,800740.6%
Mini-game 1.8WeChat61,1002100.3%
Sample data
Analytics × Chat

Support that already knows the role, the server and the last error

A player opens chat after a failed purchase. The context card shows the role, server, build and the game_error that fired two minutes ago. The first reply comes from the knowledge base; refunds go to a person.

  • Context: role, server, build, last error, last purchase
  • AI answers account and purchase questions from your FAQ
  • Hand off to a person with the full event timeline

Example scenario: Payment-failure chats were resolved by the knowledge base 72% of the time; the rest reached a person with the error already attached.

yourgame.com/support
InboxPlayer · server S12LiveAuto-translateAssign to me

Player context

Role
Kael · level 24
Server
S12 · Asia
Build
4.2.0 · Android
Last error
payment_timeout · 2 min ago
Last purchase
Starter pack · $4.99
  • level_complete L23
  • level_up 24
  • shop_open
  • purchase failed
yourgame.com/support
TC

TapCub AI · automated

Sorry about that — the payment timed out on build 4.2.0, which has a known issue. Your account was not charged. Update to 4.2.1 and the pack will go through; I can notify a teammate if you prefer a refund.

Sample data
Events

Fourteen events, two required

Progression and design events from the client; create_role, currency and purchase from your game server with the order ID as insert_id.

EventNameWhen to sendRequired propertiesSource
create_roleRequiredCreate roleFrom the game server when a role is created; role_id and server_id.role_idserver_idServer App Mini-program
role_loginRole loginOn each role login; role_id.role_idServer App Mini-program
level_startLevel startWhen a level or stage begins; level.levelApp Mini-program Web
level_completeLevel completeWhen a level is cleared; level.levelApp Mini-program Web
level_failLevel failWhen a level is failed or abandoned; level.levelApp Mini-program Web
level_upLevel upWhen the role gains a level; new level.levelApp Mini-program Web Server
unlock_achievementAchievement unlockedWhen an achievement is granted; achievement_id.achievement_idApp Mini-program Web Server
earn_virtual_currencyCurrency earnedWhen soft or hard currency is granted; currency name, value and source.virtual_currency_namevaluesourceServer App Mini-program
spend_virtual_currencyCurrency spentWhen currency is spent; currency name, value and item_name.virtual_currency_namevalueitem_nameServer App Mini-program
purchaseRequiredPurchaseFrom your server on verified receipt; order_id, revenue and currency.order_idrevenuecurrencyServer
ad_impressionAd impressionWhen an ad is shown; ad_platform.ad_platformApp Mini-program
ad_rewardRewarded ad completedWhen a rewarded video finishes and the reward is granted.—App Mini-program
design_eventDesign eventFree-form design metric with event_id, for tutorials and feature flags.event_idApp Mini-program Web Server
game_errorGame errorOn client errors; severity and message, with build and platform.severitymessageApp Mini-program Web

Event names, required properties and sources come from the pack. Events marked Server must be sent from your backend; use insert_id to de-duplicate orders and invoices.

Scenarios

Two studios, two boards

Illustrative scenarios, not reviews.

Level 3 was eating half our new players. We saw it on the Progression board the first evening, patched the boss, and Day-2 retention came back in a week.

KT

K. T.

Live-ops lead · mobile RPG

ProgressionRetention

Build 4.2.0 had a 9% error rate on Android. The alert hit Slack before the first one-star review. We pulled the rollout at 12%.

VR

V. R.

Engineering manager · casual games

HealthAlerts

Illustrative scenarios written from the user’s point of view. Not real reviews.

FAQ

Questions about this solution

Still have a question?

Chat with the team behind TapCub — we usually reply within a few hours on business days.

What does the game template install?

Fourteen events, twenty metrics including Win %, Fail / Complete ratio, payer rate, ARPPU, ARPU, source / sink ratio and affected users, three funnels and five dashboards.

Do mini-games and mobile share a pack?

Yes. Mini-game, Android, iOS and PC send the same events; platform is a property. Break any board down by platform.

How is Win % computed?

Level completes divided by completes plus fails, times 100. The Fail / Complete ratio is the inverse view for finding walls.

Does it include FPS and memory?

Not in the pack. Health covers errors and affected users. Performance metrics depend on your engine SDK and can be sent as design_event.

Which events come from the server?

create_role, purchase and the currency events are marked Server so a modified client cannot inflate them. Verify receipts before sending purchase.

How are account, role and server separated?

Account is the person, role is a property, server is a group. The Monetization board ranks servers by revenue through group=server.

Get started

Install the game template

Add the SDK to your client, send create_role and purchase from your game server, and the five boards fill in from the first session.

  • 14 events
  • 20 metrics
  • 3 funnels
  • 5 dashboards

Free plan included. SDKs for iOS, Android, HarmonyOS, Flutter, uni-app and WeChat mini-games.