Analytics

Player analytics with one checkbox

Track sessions, players and playtime with one checkbox at export.

0
Lines of code for the basics

Your own events need one call.

100k
Events per project per day, Solo

5M on Studio, 50M on Enterprise.

30 days
Raw event history, Solo

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

Stop maintaining pipelines, start shipping games

Version control, assets, issues, builds and analytics in one desktop app. Install it and open a project in about five minutes.