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v2.0.0-beta.1ReleaseBetaMinecraftRoblox

The closed beta

Analyse Games opens to a small group of invited testers: player, revenue, retention and campaign analytics for Minecraft servers and Roblox experiences, with store webhooks, imports from Plan and DomainStats, studios, alerts, Ask Analyse and an MCP server, on plans priced by peak players online.

  • Minecraft plugin for Paper, Folia, Spigot, Velocity and BungeeCord, with /analyse connect pairing and in-game stats
  • Roblox module with automatic sessions, Robux purchases, credits and creator codes
  • Tebex, PayNow, CraftingStore and signed custom webhooks, with refunds, chargebacks and past payments
  • Import your history from Plan: Player Analytics and your sources from DomainStats
  • Campaigns with tracked domains, links and creator codes, attributed to first touch
  • Studios with combined pages, studio-wide stores and campaigns across games
  • Ask Analyse with charts and saved chats, Knowledge and an MCP server for AI apps

This is the closed beta, open to invited testers only: one dashboard for every game you run, a plugin and module that set up in minutes, and plans sized by how many people actually play.

It is a beta. Everything below works today, and we are still changing things based on what you tell us. Email [email protected] with anything that is missing or wrong.

Getting data in

Minecraft plugin

  • One plugin for Paper, Folia, Spigot, Velocity and BungeeCord, from Minecraft 1.8 upward. See which jar to use.
  • /analyse connect pairs a server with a game from the console: open the link, check the code, done. No keys to copy and no restart.
  • Tracks joins, leaves, sessions, Java and Bedrock players (with Floodgate), tick rate, commands and, optionally, chat.
  • Runs on networks: install on the proxy and backends, and moving between servers stays one session.
  • Stats in game with /analyse overview, online, player, acquisition and revenue, plus inventory menus on Paper 1.21+.
  • Record purchases, credits, custom events and player properties with commands or the developer API.
  • Jars for every platform on the downloads page.

Roblox module

  • A single server-side ModuleScript. Require it with your key and it tracks players, sessions and servers on its own.
  • Robux purchases from ProcessReceipt, in-game credits with categories, creator codes and custom events. See the API reference.
  • Join data (launch data, referrals and teleports) is used for attribution.

Stores

  • Tebex: paste the server secret key and the webhook secret.
  • PayNow: paste an API key, and Analyse creates and manages the webhooks.
  • CraftingStore: paste a server's API key, then add the webhook and its secret. Webhooks need CraftingStore's Gold plan.
  • Custom webhook for your own store or backend, signed with X-Analyse-Signature. See the payload reference.
  • Refunds, chargebacks and subscriptions update the original purchases. Amounts are converted to USD on the day of purchase.
  • Import past payments from Tebex, PayNow and CraftingStore.

Import from other analytics plugins

  • Plan: Player Analytics: run /analyse import plan on the server where Plan is installed. Players, sessions, playtime, join addresses and countries come over, so your charts don't start empty. It works on SQLite and MySQL.
  • DomainStats: run /analyse import domainstats and the sources in its config become campaigns with tracked domains, which you review before anything is created.
  • Only history from before your first live join is imported, nothing is counted twice, and an import continues where it stopped after a restart. Follow it under the game's Settings, Import. See Import.

The dashboard

  • New game setup in four steps: name and icon, details, optional monthly goals, then connecting the plugin or module. The game is created at the end.

  • Overview with players online, new players, revenue, a live feed and a world map.

  • Players: search, filters, tags, full profiles with a timeline of sessions and purchases, and segments.

  • Revenue: purchases, packages, refunds, subscriptions, credit sinks and lifetime value.

  • Retention: day 1, 7 and 30 return, cohorts, lifecycle stages and players at risk. See Retention.

  • Acquisition: sources, domains and campaigns.

  • Custom dashboards and Experiments per game.

Campaigns

  • Measure marketing with tracked domains on Minecraft, tracked links on Roblox and creator codes everywhere. See Campaigns.
  • Budget and revenue goals, cost per player, return on spend and a funnel from join to purchase.
  • Players keep their first touch, so revenue months later still counts for the campaign that brought them.

Studios

  • Group games into a studio for combined overview, players, acquisition, retention and revenue pages.
  • See shared players who play more than one of your games.
  • Connect one Tebex or PayNow store to a studio and map packages to games.
  • Run studio campaigns across several games.

Alerts

  • Six alert rules: players online, revenue and day 1 retention drops, a quiet integration, failing store webhooks and unmapped credit spend.
  • Delivery by email, Discord and in-game staff messages, with quiet hours.
  • Digests on your schedule, and monthly goals that warn when you fall behind.

AI

  • Ask Analyse: ask questions about a game or studio in plain language. Answers come from the same queries as the dashboards, with sources.
    • Answers can include charts, and you can watch which data it looks up while it works.
    • Chats are saved, so you can pick up an earlier conversation.
    • Ask about one game, a few games in a studio, or the whole studio, over the date range of the page you're on.
    • Answers are labelled as AI generated, and you acknowledge a short notice before your first question.
  • Knowledge: a wiki for your game with version history, which Ask Analyse reads.
  • MCP server: connect Claude, ChatGPT, Cursor, VS Code or Windsurf by signing in, or use access tokens for other clients. Every tool is read-only. See MCP.

Teams and accounts

  • Roles for Owners, Admins, Analysts and Creators, and limiting members to specific games. See Roles.
  • Sign in with Google, Discord, GitHub or email, with two-factor, passkeys and an option to require two-factor for the whole team.

Plans

  • Five plans, Free, Starter, Growth, Pro and Network, priced on peak players online across all your games. No per-event pricing.
  • Every new account gets 14 days of Pro, no card needed.
  • Going over the limit never stops data collection or locks the dashboard.
  • Visitors in the EU see prices including VAT.

Help

  • A contact page for questions and problems. Every message becomes a support ticket with a private link to follow our replies.

Known limitations

  • Studios do not have their own custom dashboards or experiments yet; open a game to use them.
  • Tick rate, commands and chat are collected on Minecraft backend servers, not on proxies.
  • Other plugins can use the Minecraft developer API only after a restart if the server was paired with /analyse connect while running.
  • Importing DomainStats' player history and ad spend, and Plan's players online history, isn't available yet.