Content generated with AI — it may contain mistakes.

The dashboard

Growth, retention and acquisition

The Growth, Engagement, Retention, Acquisition and Campaigns pages: what each chart shows, how every number is defined, and which agent events feed it.

These pages read the network sessions (from the proxy or a standalone server) and the presence on each game server (from backends). Hostname, country, language, client version and Java/Bedrock come from the session a player opened; playtime, AFK and activity from the presence.

Definitions

The same words mean the same thing on every page.

TermDefinition
Active playerHas a network session that started that day.
DAU / WAU / MAUUnique active players in the trailing 1 / 7 / 30 days.
StickinessAverage DAU ÷ MAU over the range.
PlaytimeSession time minus AFK time. AFK time is shown on its own.
Players onlineFrom heartbeats: the proxy's count on a network, the sum of standalone servers otherwise.
EditionBedrock when any of the player's sessions was reported by Floodgate, or their UUID is a Floodgate one (00000000-0000-0000-…). A Bedrock player linked to a Java account keeps the Java UUID and counts as Bedrock only where the agent could ask Floodgate.

Growth accounting

GroupDefinition
NewFirst session ever in the bucket.
RetainedActive in the bucket and in the one before.
ResurrectedActive, not new, and inactive for at least 30 days before.
ReturningActive, and none of the above.
ChurnedLast session exactly 30 days before the bucket ends: a player churns the day they reach 30 days away. Drawn below the line.
Quick ratio(New + Resurrected) ÷ Churned. Above 1 the base grows.

Lifecycle segments

Decided as of the end of the range, in this order, each player in one segment only:

SegmentDefinition
NewFirst seen less than 7 days ago.
ChurnedLast seen more than 30 days ago.
At riskLast seen 7 to 30 days ago.
CoreActive on 12 or more of the last 30 days.
RegularActive on 4 to 11 of them.
CasualActive on 1 to 3 of them.

Growth

ChartShows
Quick ratioPlayers gained for every player lost over the range, with the break-even line at 1.
New, returning and resurrected playersWho the active players of each period are.
The player base over timePlayers in each lifecycle segment at the end of every period; churned players are left out.
Java and Bedrock playersActive players of each edition, and the Bedrock share.
ForecastDaily active players projected ahead from the range's trend, with a 95% band. Needs enough days in the range.

Engagement

ChartShows
Time playedPer player per day (AFK left out), sessions per player per day, and total playtime.
When players are onlineAverage players online per weekday and hour: the best time for events and restarts.
Session lengthEach visit bucketed into under 5 min, 5–15, 15–30, 30–60 min, 1–2 h, 2–4 h and over 4 h, with the median.
Where players spend their timeHours on each backend per period, AFK included. Needs backends that report joins and leaves.
What players do per hour playedChat messages, commands, deaths and player kills per hour of playtime, from the counters each server reports when a player leaves it.
How concentrated playtime isThe share of playtime from the top 10% and top 1% of players, the median and the 90th percentile.

Retention

Cohorts are the players who arrived on the same day or week. Retention can be filtered by campaign, country, language and edition.

MetricDefinition
D1 / D7 / D30Share of a cohort that came back on day N or later.
Retention curveShare of a cohort active exactly on day N (or week N) after arriving.
Rolling D1 / D7 / D30The KPI above per cohort, over time: is retention getting better?

A cohort only counts for day N once day N has happened. Cells that are not there yet show —, never 0%.

Comebacks

The lower half of the page follows every player, not just new ones, and ignores the filters above.

MetricDefinition
Back after a weekAn active day whose previous active day was 7 to 29 days earlier.
Back after a monthAn active day whose previous active day was 30 or more days earlier.
Comeback sharePlayers with a comeback ÷ active players.
Win-back 7d / 30dOf the players who went quiet for 7 (or 30) days in a period, the share that came back within 30 (or 90) days.
Comeback stickinessShare of comebacks followed by another active day within 7 days.
Time between visitsEvery gap between visits, bucketed from 1 day to more than 90.
What brings players backComebacks by the hostname and campaign they came back through.

Acquisition

SectionShows
KPIsNew players, activation (share whose first day holds 10 minutes of playtime or more), the Bedrock share of new players, and votes with the number of voters.
CampaignsNew players, cost, revenue and payers of each campaign.
Hostnames, countries, languages, client versions, Java and BedrockNew players by the address they typed, where they connect from, their game language, their Minecraft version and their edition — each with its activation and D7 retention.
VotesVotes per period and which voting sites bring them. Empty without NuVotifier.

Countries come from the player's IP, looked up on the ingest ("IP Geolocation by DB-IP"). Languages come from the client's language setting. Client versions come from the protocol number, which a standalone Paper server reads from ViaVersion when it is installed.

Campaigns

A campaign is a promotion with its own address: give each place you advertise a hostname, such as tiktok.yourserver.net, point it at your proxy, and record what you paid. A player belongs to the campaign of the hostname of their first session, for ever.

  • Create a campaign with a name and one or more hostnames, separated by commas or new lines.
  • Record a cost: an amount on a day, with an optional note. Costs on more than one day make the campaign a shaded period on the charts.
  • Hostnames lists every hostname new players used in the range, and lets you map any of them to a campaign. Hostnames are compared normalised: lowercase, no port, no trailing dot, and the extras that Forge, TCPShield and BungeeCord forwarding append are stripped.

Each campaign's own page shows its new players, net revenue, conversion, activation, spend, CAC (spend ÷ new players), revenue per player and ROI ((revenue − spend) ÷ spend), their countries, editions and versions, their retention cohorts, and its top spenders — the last only for members who can see revenue.

Creating campaigns and mapping hostnames needs Create campaigns, map hostnames and edit funnels (manage_campaigns).

Something missing on this page? Tell us on Discord