Features
Funnels
Build a step-by-step journey (join, tutorial, first kill, first purchase) and see exactly where players drop off.
A funnel is a sequence of steps that a player goes through. The Funnel feature shows you exactly how many players make it through each step, and where they drop off.
If retention tells you how many come back, funnels tell you why they don't.
Plan
Funnels are available on current plans. Custom steps depend on custom events being available in your workspace.
What a funnel looks like
A good example funnel for a typical server:
Analyse shows you:
- How many players hit step 1
- What percent made it to step 2, and to each next step
- Where the biggest drops are
- How the funnel compares between Campaigns, platforms, or countries
Building a funnel
- 1
Open your Server then Funnels
Click "New funnel" in the top right.
- 2
Name it
Something like "New player onboarding" or "First purchase flow".
- 3
Add each step
Each step is an event that Analyse has seen on your Server (custom events you've sent via the SDK show up here, as do any built-in events the plugin tracks). Pick from the list and drag to reorder.
- 4
Save and view
The funnel immediately starts computing across the selected time window.
Good funnels to build first
- Onboarding funnel: join → tutorial done → first kill → first store visit. Shows where newbies bail.
- Purchase funnel: join → store visit → cart added → purchase. Shows where your store loses buyers.
- Reactivation funnel: join (after a 14+ day gap) → first session complete → first action. Shows if your "come back" emails actually work.
Splitting the funnel
Every funnel can be split by one of:
- Hostname - only players who joined through a specific join address / subdomain
- Campaign - only players from a specific tracked Campaign
This is where funnels become powerful. "95% of YouTube players finish the tutorial but only 60% of TikTok players do" tells you exactly where to focus next.
What drives big drops
When you see a massive drop between two steps, the usual culprits are:
- A step that's too long or too boring
- A broken UI element (a button that doesn't work on Bedrock, for example)
- A version-specific bug that kills 1.21 players but not 1.20
- A permission/kit issue that blocks the next step
Open a sample of Sessions for players who dropped at that step and you'll usually spot it in 30 seconds.
Rough rule of thumb
If a single step has more than 40% drop, fix it before anything else. That's the highest-ROI change you can make.
Custom events for funnels
To add custom steps, you need to send events from your plugin. This takes ten lines of code. See Custom events for the concept and SDK: custom events for the exact code.
Related
- Custom events for steps unique to your server
- Sessions to investigate why players dropped
- Conversion optimization for concrete changes that lift funnels