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Source: Roblox Creator Hub · CC BY 4.0 · View source · Code samples: MIT Imported 2026-10-03. Formatting adapted for this site.

Get started with analytics

Analytics help you understand how players interact with your game so you can make better design decisions. Instead of relying on guesswork or anecdotal feedback, you can use metrics to identify patterns, evaluate changes, and continuously improve your game.

This guide explains how to think about analytics: how metrics can answer questions about your players, how they help you ask better questions, and how to use them when deciding what to build next.

Use metrics to answer questions about your players

Metrics provide signals about what players are doing in your game. By tracking key behaviors, you can answer questions such as:

**Are players enjoying a specific part of the game?**
- Look at early-session retention or completion rates for onboarding content. - If you notice that many players leave shortly after joining, that metric may indicate an issue with onboarding, difficulty spikes, or unclear goals. - Measure how often players interact with recently added systems or content. - For more information, see [engagement metrics](#engagement-metrics).
**Where do players stop progressing?**
- Funnel or progression metrics can show where players drop off. - For more information, see [retention metrics](#retention-metrics).
**Are monetization systems working as intended?**
- Track purchase rates, engagement with stores, or reward redemption. - For more information, see [monetization metrics](#monetization-metrics).

Metrics alone don't always provide the full explanation, but they help reveal where to look more closely. Once you understand how to leverage metrics to answer questions about your users, dive into specific user cohorts using segmentation and filtering filters and test any changes incrementally.

Engagement metrics


Engagement metrics reveal how often and for how long players are interacting with your game. Three of the most important engagement metrics are:

Note

For out-of-the-box functionality to create engagement rewards, see the Engagement rewards feature package.

Retention metrics


Retention metrics determine if players are returning to your game. Three of the most important retention metrics are:

Monetization metrics

Monetization metrics indicate much how revenue your game is generating. Three of the most important monetization metrics are:

To learn how to design systems that increase all of these metrics and encourage players to spend money in your experience, see Monetization foundations.

Segmentation and filtering

When viewing your game's analytics, you can filter your user data by segments that allow you to understand the behavior of a subset of users. This lets you filter your metrics by various characteristics, such as:

**Active payer status**

Segmenting metrics by Active payer status helps you understand how revenue is distributed among paying players.

In many games, a small group of players generates a large share of revenue. On average, the top 15% of active payers account for roughly 50% of revenue. To analyze this in your own game dashboard:

  1. Go to Monetization > Overview.
  2. Select Breakdown by > Active Payer Status on the chart. Cross check this across various Time intervals.
Dropdown menu to access Active payer status filter

Based on this information, you can identify opportunities to improve your game for various groups of spenders:

  • If the top 15% contributes significantly less than expected, you may have opportunities to better retain or monetize top spenders.
  • If the top 15% contributes significantly more, you may need to strengthen the value proposition for mid- and lower-tier spenders.

Note

You can also review Average Revenue Per Paying User (ARPPU) on the same page. Top payers typically spend several times more than other segments. If ARPPU is low or declining, your game may lack compelling ways for top players to continue spending.

To evaluate engagement, go to the Engagement page and select Breakdown by Payer Status. Review metrics such as DAU, WAU, MAU, and Average Playtime to see whether this payer segment remain stable over time.


**When user first played**

Segmenting players by When user first played helps you evaluate the health of different player cohorts who started playing your game at different times.

In newly launched games, most DAU comes from players who joined recently, typically within the first 30 days. Strong acquisition channels and early retention are especially important during this stage.

As a game matures, long-term growth depends increasingly on retaining and re-engaging existing players. Over time, older cohorts should represent a larger share of active users. To analyze this in your own game dashboard:

  1. Navigate to Analytics > Engagement.
  2. Select Breakdown by > When user first played. Check your data across various Time intervals.
Dropdown menu to access When User First Played filter

Based on this information, you can identify opportunities to improve your game for various groups of users:

  • Stable or growing cohorts indicate healthy long-term engagement.
  • Declining cohorts highlight areas that may need attention.

For example, if the 0–30 day cohort remains stable but the 181–365 day cohort declines, acquisition may be healthy while long-term players are disengaging. In this case, consider introducing new content, events, or gameplay updates to encourage players to return.

**Platform spender status**
Segmenting metrics by **Platform spender status** helps you understand how players who spend Robux across Roblox interact with your game.

This segment is also relevant for Daily Engagement Rewards, which provide a bonus each day an Active Spender plays your game. To analyze this in your own game dashboard:

  1. Navigate to Analytics > Acquisitions.
  2. Under Platform spender status, enable the Active spender filter and click Apply.
Filter options highlighting Platform spender status status 1. Review **Unique users with plays by source**. Graph displaying the source of unique users, with no filter

The Unique users with plays by source graph, unfiltered.

Graph displaying the source of unique users, filtered by platform spender status.

The Unique users with plays by source graph, filtered by Active platform spenders.

Active spenders typically retain better than average players. Declines in this segment may indicate opportunities to improve engagement for highly invested players.

Since Daily Engagement Rewards require active spenders to spend at least 10 minutes in your game, you should also verify your Engagement > Average Playtime statistics. If average playtime is close to or below this threshold, many players may not meet the requirement.

Graph displaying the average playtime in the game, filtered by platform spender status.

This graph indicates the average active payer is not staying long enough to qualify for Daily Engagement Rewards

You may also want to monitor the share of Active Spenders within DAU, WAU, or MAU over time. Declines in either total numbers or percentage share may indicate shifts in your audience or opportunities to strengthen engagement.

Note

For a full list of metric filters, see Dashboard filter by metrics.

Make incremental changes and measure results

Analytics can help identify opportunities to improve your game, but changes are most effective when introduced gradually and measured over time.

Instead of making large updates all at once, consider testing smaller adjustments and observing how player behavior changes. This approach makes it easier to understand which changes have a meaningful impact. Use the following tools to support this workflow:

Using analytics, configs, and experiments together creates a continuous improvement loop:

  1. Analyze metrics to identify opportunities.
  2. Make a targeted change using configurations or experiments.
  3. Monitor the results across relevant metrics.
  4. Repeat to continue refining the game.

This process helps you make informed decisions and improve your game based on real player behavior.