See what your players actually do.

Players, revenue, retention and campaigns for every game you run. Minecraft and Roblox, side by side, in one dashboard.

14 days of Pro, no cardConnected in two minutesData stored in the EU
analyse.net/growanore
Players online
436+18%
Revenue · 30d
$1,359+21%
New players
1,914+12%
D7 return
24%−3%
Players online
Concurrent · last 30 days
PEAK 512436 NOW
3
platforms supported, one vocabulary
2 min
from webhook to first purchase recorded
14
chart types, none of them a pie by default
EU
where every row of your data sits
Built for game teams

Not a web analytics tool with a Minecraft skin.

Web analytics counts pageviews. You need to know who is playing, whether they come back, and what made them buy. Those are different questions, so this is a different product.

Players

Every player, not just a number that went up.

Search anyone, see their whole history, and save the groups that matter as segments you can act on.

Profiles with a timeline: sessions, purchases, the campaign that brought them in.
Segments that stay live: “played 10h, never bought” updates itself.
Tags and bulk actions: mark a cohort, export it, or target it in a campaign.
Explore players
PlayersConversion-ready · 21
United Kingdomwk7JavaVIPWhale$47.86
SwedenNotch_JavaReturning$43.10
United StatesObby_RayRobloxConversion-ready
IndiaCraftKingBedrockNew$7.99
PolandzedJavaLapsed
Acquisition

Know which campaign actually paid for itself.

Sources, campaigns, creator codes and links in one place, with the drop-off between every stage, because that’s the only actionable number.

Spend against revenue: set a budget, see cost per player and what came back.
Creator codes: per-creator performance without a spreadsheet.
One filter bar: switch the group-by instead of hunting for another page.
See attribution
Spring vote pushLive
Saw the game7,745 100.0%
29% drop-off · 2,277 lost
Joined5,468 70.6%
22% drop-off · 1,230 lost
Played 10m+4,238 54.7%
52% drop-off · 2,213 lost
Returned D12,025 26.1%
25% drop-off · 505 lost
Purchased1,520 19.6%
Ask Analyse

Ask in plain words. Check its work.

Every answer names the query it ran and the rows it read, so you can verify it instead of trusting it. Same query path as the dashboard, so the two can never disagree.

Cited answers: click through to the numbers behind them.
Threads that keep context: follow up without re-explaining.
MCP access: point Claude or your own tooling at the same data.
Try Ask Analyse
Ask Analyse
Why did revenue drop last week?
Revenue fell 18% because the Speedster rank stopped selling, 31 sales down to 4. It happened the day the Spring vote push ended, and that campaign was driving 62% of rank purchases.store.purchases · 1,204 rowscampaigns · Spring vote push
Restart the campaign?Who bought Speedster before?Compare to last month
Platforms

Built to add the next one.

Nothing here assumes anyone runs a “server”. Studios hold games, games have a platform, and the vocabulary reads correctly whichever one you’re on.

Integrations

One webhook. Two minutes. History included.

We walk you through your store’s own panel step by step: the right menu, the exact events, the signing secret. Your past payments come in with it, so the charts aren’t empty on day one.

Read the setup guides
Pricing

Starts free. Priced on players tracked, not seats you’re scared to add.

You pay for how many players are online at once, the number you already watch. Every new account opens with 14 days of Pro, and cancelling drops you to Free without deleting anything.

2 months free
Free
For a game still finding its first players.
Free
Free forever
25players online at peak
  • Up to 3 games
  • Players, revenue and live players online
  • One store and one alert
  • 30 days of history
Starter
For a server or experience finding its feet.
$9/ month
Billed monthly
100players online at peak
  • Unlimited games and 12 months of history
  • Full retention, acquisition and segments
  • Campaigns, links and creator codes
  • Discord alerts and weekly digests
  • Import your history
GrowthMost picked
For a growing game spending money to grow.
$29/ month
Billed monthly
500players online at peak
  • Everything in Starter, unlimited history
  • Campaign ROI and return rate by source
  • Ask Analyse · 50 questions a month
  • MCP for Claude, ChatGPT and Cursor
  • Studio-wide campaigns and creator access
Pro
For an established network or studio with a team.
$79/ month
Billed monthly
2,500players online at peak
  • Everything in Growth
  • Experiments and Explore
  • Knowledge base for Ask Analyse
  • Ask Analyse · 500 questions a month
  • Unlimited seats
  • Priority support
Network
For large networks across several games, with a team behind them.
$249/ month
Billed monthly
10,000players online at peak
  • Everything in Pro
  • Dedicated onboarding
  • 99.9% uptime SLA
  • Custom exports and retention
  • Unlimited Ask Analyse and MCP
  • Shared Slack or Discord channel
Bigger than Network? Talk to us about volume pricing.·Compare every plan
FAQ

Questions worth asking first.

Do I need to install a plugin?
For Minecraft, yes. A lightweight plugin for Spigot, Paper or Velocity sends sessions and events. Roblox uses a module. Store data arrives separately by webhook, so you can start with revenue before touching your game at all.
What happens to my data if I cancel?
You drop to Free and nothing is deleted. You keep reading what you already collected within the Free limits, and picking a paid plan again restores full access. If you delete your account outright, everything is erased after 30 days.
Can I import from what I use now?
Tebex, PayNow and CraftingStore connect with a webhook and bring your past payments with them. The Minecraft plugin imports your players and sessions from Plan: Player Analytics and your traffic sources from DomainStats. Anything else can come in through the custom webhook.
Is my players’ data safe?
It sits in the EU, and we are processor for it while you remain controller. We never contact your players, never sell data, and never use one customer’s data to inform another’s. The DPA and subprocessor list are public.
How is this different from a web analytics tool?
Web analytics is built around pageviews and sessions on a website. This is built around a player who has an identity across sessions, a playtime, a purchase history and a source. Retention cohorts, LTV by campaign and creator-code attribution have no equivalent in a web tool.
Does it work for several games at once?
That’s the point. Games sit in studios, and every analytics page reads at either scope: one game, or the studio rolled up with a per-game breakdown underneath so you can always see which game moved the number.

Connect one game and see it for yourself.

Free to start, 14 days of Pro, and about four minutes of setup.