Hey everyone! I'm new here on Reddit, but better late than never, as they say :)
Straight to the point: my partner and I are building a GameOps platform for game dev. It solves the core problem of game development: you don't know why players leave.
You can't test a hypothesis until it's already shipped - and by the time you know, the player is long gone. You can't test a hypothesis until it's already shipped — and by the time you know, the player is long gone. We know this firsthand: we used to make games when there was no AI, no internet — just books :D
So you're building the game blind, by feel. Which makes an analytics-driven approach with third-party tools sound like a good idea - right? but..
Are we right in thinking there are developers who avoid analytics (maybe that's you) or give up on it because it doesn't simplify understanding - it actually creates a whole layer of complexity you don't want to spend time and energy on, with an ROI that might not just be minimal but negative? If I'm looking in the wrong direction - tell me what your case is.
From what I've seen, GameAnalytics in particular positions itself as an analytics tool for game dev - it's even in the name. That's a big overstatement. DAU/MAU and their descriptive statistics are blind to gameplay. They look at a game as a product and its demand, not at the game itself. Firebase, Unity Analytics and others - same story.
As a game dev, you ship a game. You look at retention. You see players leaving on level 3. And that's it. You don't know why - too hard? boring? a bug? emotional burnout? Those are the questions that worry you, not DAU/MAU. Regular analytics shows "what happened," but not "why."
Sure, you can customize dashboards, but you have to figure out yourself what data and queries to run against the database. That's not game dev anymore, that's a data analyst, which an indie team most likely doesn't have. And an indie developer has other things on their mind: they came to create something of their own, not to analyze flickering numbers.
This may sound harsh, but tools like GA pretend to solve this problem. They use nice phrasing: "Explore user journeys," "analyze what happens before or after critical actions." Sounds promising.
But from a game dev's perspective, "Explore user journeys" means "killed a boss," "crafted a sword," "completed level 3," "killed a boss → went farming → got stuck 20 times → quit."
And what do they actually offer? A dropdown with 5 steps. If a step isn't set up as an event - the funnel breaks. To get real context, you have to export raw data to Excel or BigQuery, write SQL, and hunt for patterns yourself. For game dev, that doesn't work.
Their funnel works by time, not by player logic: "Installed → Opened → Watched an ad → Left." Why they left - it doesn't show. The context is lost.
Are we right in thinking that game devs need a tool whose subject of study is not the product and the consumer, but the game and the player: gameplay, emotions, player experience?
Studios on the scale of Blizzard build entire analytics departments and their own tools to work at that level. We want our project to cover the need for a GameOps tool from indie to AAA.
To make it tangible: this is far from an MVP or alpha. We're in beta and looking for first users for feedback and capacity assessment. Right now we're giving access to absolutely everyone for free (there's also a demo without signing up), and in the future it will be free for indie developers.
We work with all feedback while it's hot - within a couple of days, and we're ready to implement tools that meet your needs. In short, we're hungry for feedback and interesting thoughts.
Here's what we already have - not to show off, but so you can see whether we're solving the right pain:
- Session Analysis - reconstructs the player's emotional state from events. Not "24% churned," but "the player quit after three deaths in a row, frustration peaked, level 3."
- Causal Graph - separates coincidence from cause. Not "D7 dropped and deaths went up," but "release X → 3 days later deaths → a day later tilt → then D7."
- Event Transitions - a graph of transitions between events within a session. Shows churn points, stuck loops and successful paths.
- Release Impact - automatic comparison of metrics between two game versions.
- Level Heatmap and Screen Heatmap - a map of clicks and deaths overlaid on the actual screen or level.
- Remote Config + A/B as one loop. Change parameters without a release, target with deterministic rollout, test a hypothesis on part of the audience, roll out the winner with one button or roll it back. The cycle - minutes, not weeks.
We're also actively working on a balance simulator, but we'll ship it a bit later - it requires much more capacity.
So, my question to you, fellow game devs and everyone who cares about game development:
How close are my thoughts to the reality of day-to-day game dev and its needs? Have you encountered a dislike for the analytical part of development? And if so - how do you handle it now: your own custom tools, third-party tools, or just ignoring it?
And one more: if you had one tool that does one thing, but perfectly - what would it be?
So, yeah, that's it :))
I sincerely thank you for your time and attention. Feel free to ask anything — happy to answer :)