Owlsignal · for game devs Log in Sign up free

Did your gameloop actually work?

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

Closed beta with indie studios. Drop a line at hello@owlsignal.dev to get in.

Questions Owlsignal is built around

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:

  • "Of every player who started the tutorial, how many finished?" Tutorial completion is the single biggest predictor of D1 retention in a roguelike. Templates ship with this funnel pre-built; the verdict shows up day one.
  • "Run 1 → run 2 conversion — is the meta-progression motivating?" In Hades / Dead Cells / Slay the Spire patterns, the second-run rate is the make-or- break number. Below 50% means your meta-loop isn't pulling them back.
  • "Did 1.4.0 introduce a new common crash?" Errors are grouped by signature (name + stack top), so a NullRef in CombatManager doesn't collapse with one in FogOfWar. Compare crash rate per build version, click into a session to see what the player did just before.
  • "What's our typical run duration, and is the new biome slowing it down?" Run analytics is opt-in per app. Duration histogram, completion / fail / outcome breakdowns, fail-reason ranking — all from event prefixes you already fire.
  • "Is players returning on day 7 actually correlated with finishing the tutorial?" Retention cohorts split by the loop stage they reached. Useful for figuring out which moments to invest in.

Three things, done well

Loop builder + verdict
Templates per genre: run-based (Hades-shaped), endless arcade (Vampire Survivors-shaped), story/campaign (Disco Elysium-shaped), idle/incremental (Cookie Clicker-shaped), live-service F2P (Brawl Stars-shaped), multiplayer (Among Us-shaped), sandbox (Minecraft-shaped). Or describe your game in plain English and let our AI suggest one. Each app shows a one-line verdict against your % targets.
Run analytics, opt-in
Roguelikes, mission-based games, level-based shooters get an extra "Runs" tab — duration histogram (e.g. "median run = 18 min, p95 = 47 min"), outcome breakdown (Complete / Fail / TimedOut), top-5 fail reasons. Configured per-app via event-name prefix matching: add a new biome event and it shows up without schema changes.
Error context that helps
Unity unhandled exceptions surface here, deduplicated by stack-top signature. Click into a specific occurrence → see the full session timeline (every progression / design / resource event the player fired in the 90 seconds before crash). This is the workflow that turns "we have a crash" into "I know what to reproduce".

What an event looks like in Owlsignal

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:

  • Progression: Start:Run, Complete:Run:Underworld, Fail:Run:NoFuel, Complete:Chapter:1
  • Design / first-time: FirstTime:UpgradePurchased, FirstTime:CoOpJoined, Friction:NoCommandIn60s
  • Retention: Day:1:Returned, Day:7:Returned, Day:30:Returned (auto-derived server-side; you don't fire these — Owlsignal computes them from your session timestamps)
  • Resource / monetization: Source:Gold, Sink:Currency:Premium, Purchase:Made, Purchase:Premium
  • Multiplayer / social: Social:InviteFriend, Social:JoinedSession

Owlsignal vs other tools indie devs use

 OwlsignalGameAnalyticsUnity AnalyticsMixpanel
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 verdictBuilt 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 analyticsOpt-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 residencyEU-only stack. Anonymous by design.Global; identified users.US-headquartered.US default; EU-hosting on enterprise.
Engine supportUnity (free) and Web (JS/TS) SDKs ship today.Unity / Unreal / Godot / mobile.Unity-only.Generic web/mobile, not engine-specific.

Unity SDK

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);

Companion sites + non-game products

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.

Owlsignal · operated by Zisomedia · The Netherlands Privacy · Terms · DPA · Cookies