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Gaming

See where players quit, what they pay for and when they come back

From the first character to the first purchase: tutorial drop-off, level difficulty, virtual economy, payments and rewarded ads — with crashes and errors next to the levels they break.

  • Tutorial and payment funnels
  • Level difficulty and economy
  • Crashes per level
Where growth leaks

Where games lose players

01

Players quit in the first hour

Most churn happens in the tutorial and first levels — but which level, and why?

02

Economy out of balance

Too much currency and nothing is worth buying; too little and players give up.

03

Crashes hidden in averages

A crash on one device model can wipe out a level’s retention while the overall crash rate looks fine.

Key metrics

The numbers a game team watches

From the gaming template — by level, version and channel.

New playersCharacters created per day
RetentionDay 1, 7 and 30
Level win rateCompletes vs fails per level
PaymentsPayer rate, ARPU and ARPPU
Rewarded adsImpressions and completions
EconomyCurrency earned vs spent
How teams use it

Three questions game teams answer here

Each one runs on the gaming template.

01

Which level makes players quit?

The tutorial funnel and level win rates show where difficulty spikes. Break it down by device and version to separate design problems from bugs.

  • Level start, complete and fail
  • Win rate and fail/complete ratio
  • Drop-off by device and version
ClueLevel 4 fail rate jumped to 61% after v2.3
02

What do payers have in common?

Payment funnels, payer segments and the levels where players first pay show what to offer — and when.

  • First purchase funnel
  • ARPU and ARPPU by cohort
  • Rewarded-ad completion
  • The level where most first purchases happen
CluePlayers who clear level 5 on day one pay at 4× the rate
03

Is the game stable on every device?

Crashes and errors grouped by issue, with the device, OS and version they hit — next to the retention of those players.

  • Crashes and ANRs by version
  • Errors in game logic
  • Affected players per issue
Industry template

What the gaming template sets up

Players and roles as subjects, with level, economy and monetisation events.

Events

14
create_rolerole_loginlevel_startlevel_completelevel_faillevel_upunlock_achievementearn_virtual_currencyspend_virtual_currencypurchasead_impressionad_rewarddesign_eventgame_error

Funnels

3
Tutorial funnelPayment funnelRewarded-video funnel

Goals & milestones

2
Character createdFirst payment

Dashboards

2
Game operationsLevels & economy

Install the template in one click from the console, then rename, add or remove anything.

Pair with AskCub

Support players without leaving the game page

AskCub gives web and mini-game players a chat window with an AI agent for account and payment questions, and hands harder cases to your team.

FAQ

Gaming questions

Anything else — open the chat in the corner and ask.

Which engines and platforms are supported?
Native iOS and Android, Flutter, React Native, HarmonyOS, web games and WeChat / Douyin mini-games. Engine-specific code can use the server-side event API.
Can I use install data from AppsFlyer or Adjust?
Yes. Point their Push API at PathClue and installs arrive with their campaign, joined to player behaviour and revenue.
Can I analyse by character rather than by account?
Yes. The template treats roles as their own subject, so you can analyse per character as well as per player.

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