Analytics
Player analytics with one checkbox
Track sessions, players and playtime with one checkbox at export.
- 0
- Lines of code for the basics
- 100k
- Events per project per day, Solo
- 30 days
- Raw event history, Solo
Your own events need one call.
5M on Studio, 50M on Enterprise.
12 months on Studio. Daily totals are kept for good.
What you get without code
- Sessions
- Play sessions in the range.
- Players
- Distinct installs. No player accounts.
- Median session
- The typical length of a session the player ended themselves.
- Clean exits
- The share of sessions that shut down cleanly. Not a crash rate: a killed process or a dead battery looks the same as a crash.
- Events
- Everything recorded, including your own.
Plus daily charts and your top events, over the last 7, 30 or 90 days.
Your own events
One call in each engine, with any properties you want.
# Godot
LoreOwl.track("level_complete", { "level": 3, "deaths": 1 })
// Unity
LoreOwl.Analytics.Track("level_complete", new Dictionary<string, object> { ["level"] = 3 });
// Unreal (C++), or the LoreOwl > Analytics nodes in Blueprints
FLoreOwlAnalytics::Track(TEXT("level_complete"), Props);- No setup call and no key in your code. The export fills in the project's settings
- Every event carries its build and channel, so playtest numbers stay out of your release numbers
- Players get a random per-install id. No login and no personal data
- A privacy switch for your options menu. Turning it off deletes events not yet sent
It copes with a bad connection
- Events are sent in batches: every 15 minutes, at 25 queued, when the game loses focus, and on quit
- A failed send is saved to disk and retried on the next launch
- Each event has its own id, so a retry never counts twice
What it does not do
- No retention, cohorts or funnels.
- No crash reports or stack traces.
- Not real time. The SDK sends every 15 minutes by default.
- No custom date ranges. 7, 30 or 90 days.
- No per-player views, and no export.
Works with Godot, Unity and Unreal. On a Blueprint-only Unreal project, the first build compiles the plugin, which needs Visual Studio with the C++ workload.
The rest of the app
Lore version controlBranch, diff and merge game projects. Binary-aware, no terminal.Asset managementOne versioned store, and only the bytes it does not already have.CI/CD pipelineCheck and export, then ship to itch.io, Steam or Epic.Self-hosted runnersQueue builds to machines you nominate. Licences stay put.Issue trackingA board for the week, a timeline for the milestone.Playtest feedbackCtrl+F inside the build. Reports land in the app.Pre-build checksEvery scene loaded and instantiated before you ship it.Roles and accessTwo roles, and a database that enforces them.