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v2.0.0ReleaseMinecraftRobloxMigration

Analyse 2.0

Analyse is rebuilt from the ground up and every v1 account has moved over: Roblox next to Minecraft, studios, first-touch campaigns with creator codes and pay per join, PayNow, imports from Plan and DomainStats, alerts by email, Discord, in game and phone, Ask Analyse with Knowledge and an MCP server, and plans priced by peak players online.

  • Every v1 account, server, network, store, campaign and creator code moved over, with a year of history replayed
  • Your old plugin and API key keep working until you swap the jar
  • Roblox support, and one plugin for Paper, Folia, Spigot, Velocity and BungeeCord from 1.8 up
  • Studios, shared players, studio stores and studio campaigns
  • Campaigns that follow a player's first touch, creator codes on every store, revenue share and pay per join
  • Alerts by email, Discord, in game and, on Network, phone calls and texts when a game stops
  • Plans priced by peak players online, and going over never stops collection

Analyse 2.0 is a new Analyse, rebuilt from the ground up. It went live on 28 September, and every account on the old Analyse has moved over. Your servers are now games, your networks are now studios, and your data, stores and campaigns came with you.

This page covers everything that changed since v1: what moved, what you need to do, what's new, and what's gone. Questions or something that looks wrong? Email [email protected] or use the contact page.

Moving from v1

What you need to do

  1. Sign in at analyse.net with the same email and password, or the same Google or Discord account. Old sessions were signed out.
  2. Set up two-factor again if you used a passkey on v1. Passkeys belong to the old domain and couldn't move; a banner in the dashboard reminds you. You can now also use an authenticator app.
  3. Swap the plugin jar on each server when it suits you. Replace the old jar with the new one from the downloads page and restart. The plugin name and the api-key setting are the same, so nothing else changes. On a network, swap every server at once. The game's settings have a checklist that ticks off each server as it moves.
  4. Import your store's payment history from Tebex, PayNow or CraftingStore under the game's store settings. Revenue isn't copied from v1, so nothing is counted twice.
  5. Point your store webhook at the new address when convenient. The old webhook keeps working in the meantime; the new URL and secret are in the store's settings.

What moved

  • Your account, team and pending invites. Owners stay owners, admins stay admins, and members and viewers become analysts.
  • Networks as studios and servers as games, with their plugin keys.
  • Tebex, CraftingStore and custom webhook stores, with your item categories and package mappings.
  • Campaigns, their domains and hostnames, and creator codes.
  • A year of history, replayed in the background oldest first: sessions, custom events, in-game credit spends and players online (v1 kept 90 days of those). Each game's Import card shows how far along it is. Players keep their real first-seen date, so nobody who played before counts as new.

What didn't move

  • Revenue. Import it from your store instead (see above). Purchases sent through a custom webhook before the move can't be re-imported.
  • Lifetime playtime and spend from more than a year ago, which v1 no longer had.
  • A/B tests, custom dashboards, funnels, saved segments and player tags, report schedules and notification thresholds. Rebuild the ones you need with the tools below.
  • Passkeys and sign-in sessions.
  • Creator code commission rates. Set a revenue share on the campaign instead.

Your plan

Your subscription moved with your card and renewal date. Nobody was cancelled or asked to subscribe again.

On v1On 2.0
Starter ($7.99)Starter ($9)
Pro ($19.99)Growth ($29)
Enterprise ($49.99)Pro ($79)

If the new price is the same or lower, it applies from your next renewal. If it's higher, it applies from the first renewal at least 30 days after we emailed you, so you have time to change plan or cancel. A trial you were on carries over.

Moved early during the beta? If you claimed your account with an invite link before 28 September, you keep what we promised: four weeks of Growth free, and your old v1 subscription ends at the end of its period instead of renewing. Pick a plan any time before the four weeks are up.

Your old plugin until you swap

  • It keeps sending joins, leaves, sessions, custom events, purchases and players online, and your anl_ key works with the new plugin too.
  • A/B test conversions are accepted but dropped, and it gets no A/B tests.
  • /analyse info shows players online only.
  • It prints "update available" at startup, which is your reminder to swap.
  • games.analyse.net redirects to analyse.net. Old dashboard, sign-in, feature, docs and legal pages land on their new versions.
  • Referral links go to sign-up, and shared campaign links go to the home page.
  • The v1 dashboard is closed.

New in 2.0

Minecraft and Roblox

  • Roblox: one server-side ModuleScript tracks players, sessions and servers on its own, with Robux purchases, in-game credits, creator codes, custom events, and launch data and teleports for attribution. See Roblox.
  • One Minecraft plugin for Paper, Folia, Spigot, Velocity and BungeeCord, from 1.8 up, with a Paper jar for each Minecraft version. On v1, proxies needed 1.21 or newer and a key per backend.
  • /analyse connect pairs a new server from the console: open the link, check the code, done. No key to copy and no restart.
  • On a network, moving between servers stays one session.
  • Stats in game with /analyse overview, online, player, acquisition and revenue, plus menus on Paper 1.21 and newer.
  • Tick rate, commands and, if you want, chat. Record purchases, credits, custom events and player properties with commands or the developer API.
  • Import from other plugins: bring your history over from Plan: Player Analytics and your sources from DomainStats. See Import.
  • A new downloads page: pick your server software, Minecraft version and plugin version and get exactly one jar.

Stores

  • PayNow joins Tebex, CraftingStore and custom webhooks. Paste an API key and Analyse sets up the webhooks.
  • Past payments can be imported from all three stores, in the background, picking up where it stopped.
  • Refunds, chargebacks and subscriptions update the original purchase, and every amount is converted to USD at that day's rate.
  • Buyers are matched to players by id and then by name, which fixes Bedrock buyers on Tebex.
  • Choose which packages and categories count for a game.
  • A store coupon that matches a creator code counts for that code.
  • Store deliveries are kept for 30 days so failures can be checked and replayed.

The dashboard

  • Overview with players online, new players, revenue, a live feed and a world map.
  • Players: search, filters, tags, segments and full profiles with a timeline of sessions and purchases.
  • Revenue: purchases, packages, refunds, subscriptions, and a credits section with top spenders, most bought items and every spend.
  • Retention: day 1, 7 and 30 return, cohorts, lifecycle stages and players at risk.
  • Acquisition: sources, domains and campaigns in one place.
  • Custom dashboards for every plan, with Explore tiles for custom events, funnels and your own queries on Pro.
  • Experiments replace A/B tests: price, package and onboarding tests with lift and confidence.
  • An info icon on every calculated number explains how it's worked out.
  • A four-step setup for new games, uploaded icons for games and studios, and a search palette that finds players by name.
  • Transfer a game or a whole studio to another account, move a game between studios, or reset its data and keep the setup.

Campaigns

  • Players keep their first touch, so a purchase months later still counts for the campaign that brought them in.
  • Tracked domains on Minecraft, tracked links on Roblox and creator codes everywhere.
  • Creator code campaigns that need no domain: revenue comes from purchases made with the code.
  • A revenue share per creator, shown as payout and net.
  • Pay per join: pay a creator per new player between two dates, pause days, record payments and see what you owe each month.
  • Budgets, revenue goals, cost per player, return on spend and a funnel from join to purchase.
  • Campaigns can start in the past, and every detail can be edited later.
  • Creators get their own role and see only their own campaigns and earnings.

Studios

  • Networks are now studios, with combined overview, players, acquisition, retention and revenue pages.
  • Shared players who play more than one of your games.
  • One studio store with packages mapped to each game, and studio campaigns across several games.

Alerts

  • Six alert rules watch every game from day one: players online, revenue and day 1 retention drops, a game that stops sending data, failing store webhooks and unmapped credit spend.
  • Alerts go to email, Discord and in-game staff messages, and to the bell in the dashboard. v1 had email and the inbox only.
  • Quiet hours, a minimum gap between alerts, and one daily email for everything that isn't urgent.
  • Digests daily, weekly or monthly, with the sections you pick. They replace scheduled reports.
  • Monthly goals with a forecast of where the month lands, and a warning when you fall behind.
  • Phone calls and texts on the Network plan when a game stops sending data. Verify your number in your profile, choose call, text or both, and the game calls whoever is on call until someone presses 1.

Ask Analyse, Knowledge and MCP

  • Ask Analyse answers questions about a game, a few games or a whole studio in plain language. Answers come from the same queries as the dashboards, with charts and sources, and you can watch what it looks up. Chats are saved.
  • It can report campaign earnings, credit spending and what you owe creators on pay per join.
  • Knowledge is a wiki for each game and studio, with version history. Ask Analyse reads it.
  • The MCP server connects Claude, ChatGPT, Cursor, VS Code and Windsurf by signing in, or other apps with access tokens. See MCP. Every tool is read-only, and it's included from Growth up (v1 had it on Enterprise only).

Teams and security

  • Roles for owners, admins, analysts and creators, and members limited to specific games or to every game in a studio.
  • Sign in with Google, Discord, GitHub or email.
  • Two-factor with an authenticator app or passkeys, and an option to require two-factor for the whole team.

Plans

  • Five plans, Free, Starter, Growth, Pro and Network, priced on peak players online across all your games instead of servers and seats.
  • Free is a real plan now: up to 25 peak players and 3 games.
  • Going over your plan never stops collecting data or locks the dashboard.
  • Every new account gets 14 days of Pro, no card needed. Yearly billing charges 10 months for 12.
  • EU visitors see prices with VAT included.
  • Clear emails for every billing event: receipts, renewals, failed payments, expiring cards and refunds.

Help and the site

  • Full docs for every feature, and this changelog.
  • A public demo with sample games anyone can look around without signing up.
  • Every message through the contact page becomes a support ticket with a private link to follow the replies. On our Discord, open a ticket from the support channel and use /link to connect your Analyse account.
  • A status page with 90 days of uptime per service.
  • One-click unsubscribe from every email that isn't about your account.

Gone in 2.0

  • Hytale isn't supported. Hytale projects moved over so their data stays readable.
  • Plugin addons for ShopGUIPlus, NuVotifier and PlayerPoints are gone for now. Record those actions with custom events in the meantime.
  • The referral programme has ended.
  • Shared campaign pages and campaign PDF reports.
  • Business health, forecasting and session insights as separate pages. Goals, forecasts and alert rules cover most of what they showed.
  • Changes made by the AI: v1's chat could create campaigns and other things for you to approve. Ask Analyse and the MCP server only read.
  • A daily AI allowance on Starter. Ask Analyse is included from Growth, with a monthly number of questions.

Known limitations

  • Studios don't have their own custom dashboards or experiments yet; open a game to use them.
  • Tick rate, commands and chat are collected on Minecraft backend servers, not on proxies.
  • Other plugins can use the Minecraft developer API only after a restart if the server was paired with /analyse connect while running.
  • DomainStats' player history and ad spend, and Plan's players online history, can't be imported yet.