Game overview
8 cards on this board
Metrics on this board
Roles created · Active roles · Revenue · ARPPU · Paying users
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.
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 usersWhere players quit, who pays, and whether the latest build broke something.
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 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
game_error with severity and app version shows affected users per build before the store rating does.
Watch: Affected users
Progression, monetization, ads, economy and health. Names match the console after install.
| Metric | Definition | Format | Dashboards |
|---|---|---|---|
| Roles created | TOTALS(create_role) | Number | Game overview Monetization |
| Active roles | UNIQUES(role_login) | Number | Game overview |
| Level starts | TOTALS(level_start) | Number | Progression |
| Level completes | TOTALS(level_complete) | Number | Progression |
| Level fails | TOTALS(level_fail) | Number | Progression |
| Win % | TOTALS(level_complete) / (TOTALS(level_complete) + TOTALS(level_fail)) * 100 | Percent | Progression |
| Fail / Complete ratio | TOTALS(level_fail) / TOTALS(level_complete) | Number | Progression |
| Revenue | PROPSUM(purchase.revenue) | Currency | Game overview Monetization |
| Paying users | UNIQUES(purchase) | Number | Game overview Monetization |
| Purchases | TOTALS(purchase) | Number | — |
| ARPPU | PROPSUM(purchase.revenue) / UNIQUES(purchase) | Currency | Game overview |
| Payer rate | ACTIVE(purchase) | Percent | Monetization |
| ARPU | PROPSUM(purchase.revenue) / UNIQUES(role_login) | Currency | — |
| Ad revenue | PROPSUM(ad_impression.revenue) | Currency | Monetization |
| Rewarded ads completed | TOTALS(ad_reward) | Number | — |
| Currency earned | PROPSUM(earn_virtual_currency.value) | Number | Resource |
| Currency spent | PROPSUM(spend_virtual_currency.value) | Number | Resource |
| Source / sink ratio | PROPSUM(earn_virtual_currency.value) / PROPSUM(spend_virtual_currency.value) | Number | Resource |
| Errors | TOTALS(game_error) | Number | Health |
| Affected users | UNIQUES(game_error) | Number | Health |
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.
Each dashboard is a set of cards: KPIs, funnels, trends, retention, distributions and breakdown tables. Edit, duplicate or share them after install.
8 cards on this board
Metrics on this board
Roles created · Active roles · Revenue · ARPPU · Paying users
7 cards on this board
Metrics on this board
Level starts · Win % · Fail / Complete ratio · Level completes · Level fails
10 cards on this board
Metrics on this board
Revenue · Paying users · Payer rate · Ad revenue · Roles created
5 cards on this board
Metrics on this board
Currency earned · Currency spent · Source / sink ratio
4 cards on this board
Metrics on this board
Errors · Affected users
The new-player funnel has a 3-day window. The −46% badge marks the step losing the most new roles, usually the first clear.
New-player funnel
3-day windowCreate role
2,400
Level start
1,248
Level complete
674
Level up
508
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
The level wall, the first purchase, the economy and the build that broke.
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.
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%.
Level fails · share by level
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 windowCreate role
2,400
Level up
1,248
Purchase
674
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
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 by build
Last 24 hours| Build | Platform | Sessions | Errors | Affected |
|---|---|---|---|---|
| 4.2.1 | Android | 48,200 | 186 | 0.3% |
| 4.2.1 | iOS | 39,400 | 92 | 0.2% |
| 4.2.0 | Android | 12,600 | 1,840 | 9.1% |
| 4.2.0 | iOS | 9,800 | 74 | 0.6% |
| Mini-game 1.8 | 61,100 | 210 | 0.3% |
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.
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.
Player context
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.
Progression and design events from the client; create_role, currency and purchase from your game server with the order ID as insert_id.
| Event | Name | When to send | Required properties | Source |
|---|---|---|---|---|
create_roleRequired | Create role | From the game server when a role is created; role_id and server_id. | role_idserver_id | Server App Mini-program |
role_login | Role login | On each role login; role_id. | role_id | Server App Mini-program |
level_start | Level start | When a level or stage begins; level. | level | App Mini-program Web |
level_complete | Level complete | When a level is cleared; level. | level | App Mini-program Web |
level_fail | Level fail | When a level is failed or abandoned; level. | level | App Mini-program Web |
level_up | Level up | When the role gains a level; new level. | level | App Mini-program Web Server |
unlock_achievement | Achievement unlocked | When an achievement is granted; achievement_id. | achievement_id | App Mini-program Web Server |
earn_virtual_currency | Currency earned | When soft or hard currency is granted; currency name, value and source. | virtual_currency_namevaluesource | Server App Mini-program |
spend_virtual_currency | Currency spent | When currency is spent; currency name, value and item_name. | virtual_currency_namevalueitem_name | Server App Mini-program |
purchaseRequired | Purchase | From your server on verified receipt; order_id, revenue and currency. | order_idrevenuecurrency | Server |
ad_impression | Ad impression | When an ad is shown; ad_platform. | ad_platform | App Mini-program |
ad_reward | Rewarded ad completed | When a rewarded video finishes and the reward is granted. | — | App Mini-program |
design_event | Design event | Free-form design metric with event_id, for tutorials and feature flags. | event_id | App Mini-program Web Server |
game_error | Game error | On client errors; severity and message, with build and platform. | severitymessage | App 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.
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.
K. T.
Live-ops lead · mobile RPG
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%.
V. R.
Engineering manager · casual games
Illustrative scenarios written from the user’s point of view. Not real reviews.
Still have a question?
Chat with the team behind TapCub — we usually reply within a few hours on business days.
Fourteen events, twenty metrics including Win %, Fail / Complete ratio, payer rate, ARPPU, ARPU, source / sink ratio and affected users, three funnels and five dashboards.
Yes. Mini-game, Android, iOS and PC send the same events; platform is a property. Break any board down by platform.
Level completes divided by completes plus fails, times 100. The Fail / Complete ratio is the inverse view for finding walls.
Not in the pack. Health covers errors and affected users. Performance metrics depend on your engine SDK and can be sent as design_event.
create_role, purchase and the currency events are marked Server so a modified client cannot inflate them. Verify receipts before sending purchase.
Account is the person, role is a property, server is a group. The Monetization board ranks servers by revenue through group=server.
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.
Free plan included. SDKs for iOS, Android, HarmonyOS, Flutter, uni-app and WeChat mini-games.