Stop interpreting twelve dashboards. Define your loop — "tutorial → first run → first boss → day-7 return" with target conversion % per stage — and Owlsignal tells you per build whether it landed. Built for the questions indie devs actually ask.
Free Unity SDK · 100k events / month free · EU-hosted · GDPR-clean
Generic SaaS analytics tools (Mixpanel, GameAnalytics, even unity_analytics) make you assemble these answers from raw events. Owlsignal is opinionated about the answers, because these are what you actually act on:
The Unity SDK ships sensible auto-events — Session:Start, Session:End, Client:Foregrounded, Error:Unity:Unhandled — and helper methods that match the
conventions:
// Roguelike example — exactly what Hades-style would emit:
OwlsignalClient.TrackProgression("Start:Run");
OwlsignalClient.TrackDesign("FirstTime:WeaponEquipped");
OwlsignalClient.TrackProgression("Complete:Boss:Tartarus");
OwlsignalClient.TrackProgression("Fail:Run", value: 1247); // run length s
OwlsignalClient.TrackResource("Source:Darkness", 50);
OwlsignalClient.TrackError("Error:CombatNullRef"); You name your events. We suggest a shape, you adapt. Examples by pattern:
Start:Run, Complete:Run:Underworld, Fail:Run:NoFuel, Complete:Chapter:1FirstTime:UpgradePurchased, FirstTime:CoOpJoined, Friction:NoCommandIn60sDay:1:Returned, Day:7:Returned, Day:30:Returned (auto-derived server-side; you don't fire these — Owlsignal computes them from your
session timestamps)Source:Gold, Sink:Currency:Premium, Purchase:Made, Purchase:PremiumSocial:InviteFriend, Social:JoinedSession| Owlsignal | GameAnalytics | Unity Analytics | Mixpanel | |
|---|---|---|---|---|
| Pricing | €19/mo flat — 1M events, no per-event surprise. | "Free" tier with severe limits; paid is per-MAU. | Bundled with paid Unity license; data is theirs. | Per-event past 1M free. Cheap then steep. |
| Loop / funnel verdict | Built around it. One-line per-app verdict. | Funnel viewer; you set thresholds in your head. | Funnels in dashboard; no targets/verdict. | Funnels yes; aimed at SaaS, not games. |
| Run analytics | Opt-in per app. Duration histogram, outcomes, fail reasons. | "Progression events" with simple duration. Limited. | Sessions yes, no run-shaped view. | Not game-shaped; you'd build it from event properties. |
| Data residency | EU-only stack. Anonymous by design. | Global; identified users. | US-headquartered. | US default; EU-hosting on enterprise. |
| Engine support | Unity (free) and Web (JS/TS) SDKs ship today. | Unity / Unreal / Godot / mobile. | Unity-only. | Generic web/mobile, not engine-specific. |
Free, open-source. Drop into your scene, paste your API key, and the auto-events start flowing within seconds. Editor mode has a built-in dry-run flag — events log to the console without polluting your dashboard. Built players always send.
// Manual init (or use the OwlsignalConfig ScriptableObject for auto-boot):
OwlsignalClient.Initialize(
apiKey: "pk_live_...",
endpointUrl: OwlsignalClient.DEFAULT_ENDPOINT,
buildVersion: Application.version
);
// At an interesting moment in your game:
OwlsignalClient.TrackProgression("Complete:Tutorial");
OwlsignalClient.TrackResource("Purchase:Made", value: 4.99f); The web (JS/TS) SDK ships today — use it for companion marketing sites, LiveOps dashboards, or any non-Unity surface where you want events flowing into the same Owlsignal organization. Same backend, same event schema, same dashboards. See the generic Owlsignal pitch → for non-game use cases.