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FeaturesStore analytics

Features

Store analytics

Track store revenue, purchases, packages, categories, item-level recent purchases, and source breakdowns.

Store analytics turns purchases into a dashboard you can actually use. Instead of only seeing revenue as a stat on other pages, the Store page shows what players bought, which packages are working, and where purchases are coming from.

Store required

Store analytics needs a connected store integration such as Tebex, CraftingStore, or a custom webhook. See Connect your store if purchases are not showing yet.

What the Store page shows

Open Store from a Server or Network to see:

  • Revenue in the selected time range (with change vs the previous period)
  • Purchases, buyers, and quantity sold — same period comparison
  • ARPU, ARPPU, and ARPDAU headline cards when conversion data is available
  • Top packages ranked by revenue and purchase count
  • Top categories so you can compare groups of products
  • Revenue and purchase charts over time
  • Package and category detail pages with recent purchases for that specific item

Use the time range selector to switch between short-term performance and all-time results.

Package pages

Open a package to answer:

  • How much revenue did this package generate?
  • How many times was it purchased?
  • Which players bought it recently?
  • Is demand increasing or falling over time?

This is useful for spotting packages that should be promoted, renamed, re-priced, or removed.

Category pages

Categories group related packages together. Open a category to see whether a whole part of your store is working, for example:

  • Ranks
  • Crates
  • Cosmetics
  • Boosters
  • Seasonal bundles

If one category brings most of the revenue, it probably deserves the most polish. If a category gets traffic but no purchases, the offer may be unclear or overpriced.

Revenue breakdowns

Store analytics also connects revenue back to acquisition. Depending on the page and workspace, you can see purchase performance by:

  • Server
  • Network
  • Domain
  • Hostname
  • Campaign
  • Creator code

This is what lets you separate "players who join" from "players who join and buy".

Advanced revenue insights

Below the main store charts you'll find expandable panels for deeper questions. You don't need these every day — open them when something looks off in the headline numbers.

Revenue insights

  • Conversion — first-purchase rate and how revenue splits across players
  • Cohorts — how much revenue players from each join week eventually spend
  • Spenders — whether revenue is concentrated in a few whales or spread out

Revenue depth

Revenue depth applies to your connected web store (Tebex, CraftingStore, etc.). It is not available on the in-game shop view.

Extra tabs for power users and store managers:

  • Cohort LTV — lifetime value by join week
  • Payer retention — do buyers keep buying month after month?
  • Repurchase — time between purchases
  • Gateway & product — which checkout paths and products earn the most
  • Purchase rank — how many purchases before someone becomes a regular buyer
  • Revenue by hour — best times to run sales or restarts
  • Whale trajectory — how your biggest spenders ramp up over time
  • Recurring vs one-shot — repeat buyers vs one-time purchasers

If that list feels like a lot, start with Conversion and Cohort LTV. They answer most "why is revenue weird?" questions.

Store analytics on Networks

Network Store pages roll up purchases across the Servers in that Network. Use this when you want to compare gamemodes or understand the store as one product instead of one Server at a time.

For example, if Skyblock drives more total revenue but Lifesteal has higher revenue per player, that changes where you put development time and creator spend.

Tips

  • Review top packages weekly. If a package is carrying revenue, make sure it is easy to find and clearly explained.
  • Watch purchases, not just revenue. One expensive sale can spike revenue. Purchase count shows whether demand is broad.
  • Compare by source. A Campaign with fewer players can still win if those players buy more.
  • Use categories for decisions. It is easier to improve "Ranks" or "Cosmetics" than to stare at every package one by one.