Know where your players come from.

Players, sessions, retention and revenue for your Minecraft servers and Roblox experiences, each tied to the campaign that brought the player in. Every game you run, in one dashboard.

players tracked
1M+
revenue attributed
$179K+
games connected
523+

Works with the tools you already run

Every player, from first join to first purchase.

Search anyone and see their whole story: where they came from, how long they played and what they bought, with every store purchase matched to the player who made it.

  • Profiles with a timeline: sessions, purchases and the campaign that brought them in.
  • Revenue per player: lifetime value by week since joining, so you know what a new player is worth.
Explore players

Know which campaign actually paid off.

Every new player is matched to the domain they joined with, a tracked link, a creator code or Roblox discovery, and their revenue follows that source for as long as they play.

  • Spend against revenue: give a campaign a budget and see cost per player and return on ad spend.
  • Creator codes: joins and revenue per creator, without a spreadsheet.
See acquisition

Starts free. Priced on players tracked, not seats you’re scared to add.

You pay for how many players are online at once, the number you already watch. Every new account opens with 14 days of Pro, and cancelling drops you to Free without deleting anything.

2 months free
Free
For a game still finding its first players.
Free
Free forever
25players online at peak
  • Up to 3 games
  • Players, revenue and live players online
  • One store and one alert
  • 30 days of history
Starter
For a server or experience finding its feet.
$9/ month
Billed monthly
100players online at peak
  • Unlimited games and 12 months of history
  • Full retention, acquisition and segments
  • Campaigns, links and creator codes
  • Discord alerts and weekly digests
  • Import your history
GrowthMost picked
For a growing game spending money to grow.
$29/ month
Billed monthly
500players online at peak
  • Everything in Starter, unlimited history
  • Campaign ROI and return rate by source
  • Ask Analyse · 50 questions a month
  • MCP for Claude, ChatGPT and Cursor
  • Studio-wide campaigns and creator access
Pro
For an established network or studio with a team.
$79/ month
Billed monthly
2,500players online at peak
  • Everything in Growth
  • Experiments and Explore
  • Knowledge base for Ask Analyse
  • Ask Analyse · 500 questions a month
  • Unlimited seats
  • Priority support
Network
For large networks across several games, with a team behind them.
$249/ month
Billed monthly
10,000players online at peak
  • Everything in Pro
  • Dedicated onboarding
  • 99.9% uptime SLA
  • Custom exports and retention
  • Unlimited Ask Analyse and MCP
  • Shared Slack or Discord channel
Bigger than Network? Talk to us about volume pricing.·Compare every plan

Every signal, in one place.

What happens in game, where players come from and what they buy, all on the same player, from the tools you already use.

  • Player joins
  • Leaves
  • Sessions
  • Playtime
  • Players online
  • Store purchases
  • Robux purchases
  • Credit and gem spends
  • Refunds and chargebacks
  • Custom events
  • Player properties
  • Experiment variants
  • Join hostnames
  • Tracked links
  • Creator codes
  • Voting site traffic
  • Roblox discovery
  • Countries
  • First-touch source
  • Tebex
  • PayNow
  • CraftingStore
  • Custom webhook
  • Plan import
  • DomainStats import
  • Discord alerts
  • Push alerts
  • Email digests
  • MCP server
  • Ask Analyse
  • CSV export

Events from the plugin and module · store webhooks with your history · alerts wherever your team is

Set up in two minutes.

No SDK project and no data warehouse. Add one plugin or module, give it your key, and your players show up while you watch.

  1. Add the plugin or moduleDrop the jar into your Minecraft plugins folder, or add the Analyse ModuleScript to ServerScriptService in Roblox.
  2. Connect it to your gameRun /analyse connect and approve the code, or paste the API key from Settings, Integration.
  3. Watch players arriveJoins, sessions and players online show up within a minute. Connect your store and purchases land on the right player.
Setup snippets for the Minecraft plugin and the Roblox module
plugins/Analyse/config.yml
api-key: "ag_live_..."deployment:  name: "lobby-1"   # empty uses the server folder name  group: "network"  # leave empty for a single server
ServerScriptService/AnalyseStart
local ServerScriptService = game:GetService("ServerScriptService")local Analyse = require(ServerScriptService.Analyse) local analyse = Analyse.new({    apiKey = "ag_live_...",    version = "1.4.0", -- your game's version, optional})
FAQ

Questions worth asking first.

Do I need to install a plugin?
For Minecraft, yes. A lightweight plugin for Spigot, Paper or Velocity sends sessions and events. Roblox uses a module. Store data arrives separately by webhook, so you can start with revenue before touching your game at all.
What happens to my data if I cancel?
You drop to Free and nothing is deleted. You keep reading what you already collected within the Free limits, and picking a paid plan again restores full access. If you delete your account outright, everything is erased after 30 days.
Can I import from what I use now?
Tebex, PayNow and CraftingStore connect with a webhook and bring your past payments with them. The Minecraft plugin imports your players and sessions from Plan: Player Analytics and your traffic sources from DomainStats. Anything else can come in through the custom webhook.
Is my players’ data safe?
It sits in the EU, and we are processor for it while you remain controller. We never contact your players, never sell data, and never use one customer’s data to inform another’s. The DPA and subprocessor list are public.
How is this different from a web analytics tool?
Web analytics is built around pageviews and sessions on a website. This is built around a player who has an identity across sessions, a playtime, a purchase history and a source. Retention cohorts, LTV by campaign and creator-code attribution have no equivalent in a web tool.
Does it work for several games at once?
That’s the point. Games sit in studios, and every analytics page reads at either scope: one game, or the studio rolled up with a per-game breakdown underneath so you can always see which game moved the number.