| Started | App | Version | Person | Device | Length | Logs | Errors | Session |
|---|
| Started | App | Version | Person | Device | Length | Logs | Errors | Session |
|---|
Daily active devices
Daily revenue (USD)
Daily sessions
Avg session length (min)
Daily errors (Error+Exception+Assert)
Retention — Dn lines per cohort day (toggle via legend)
Device breakdown (active devices)
Version breakdown (active devices)
Ads per session
Interstitial and rewarded ads shown per session (one per ad on screen, counted from the ad SDK's display log). Every session counts, including sessions with no ad. Filters above apply. Ad counts exist only from 2026-09-06 SDK builds on and for days summarised after these charts shipped (2026-09-05 on); earlier days are left out.
Interstitials per session (daily)
Rewarded per session (daily)
Sessions by interstitials shown
Sessions by rewarded shown
Startup
How long the app takes to become usable, measured from the moment the Unity engine starts. All three are measured from that same zero, so the loading screen's own duration is the gap between the first two. The OS launch and the native splash happen before this zero — the real time from tapping the icon is somewhat longer. A stage is only counted for sessions where the game reported it. First session (the first launch after install) is slower — shader warmup, the first Remote Config fetch, permission prompts — so it can be separated out.
Startup by version — average to first menu
Daily average to first menu
| Stage | Sessions | Average | Median | Slowest 10% |
|---|
Frame rate
Higher FPS is better; the game targets 60. Average FPS is the overall speed, Typical FPS is what the player sees most of the time (median), Worst 5% FPS is how bad the slow moments get — a drop here is felt even when the average looks fine. Stutters are visible freezes (a frame longer than 100 ms) per minute of play; minor hitches are frames longer than 33 ms. All numbers come from every frame measured in the selection, grouped by the context the game reports (menu / level / loading).
FPS by version — average / typical / worst 5%
Stutters per minute by version (freezes ≥100 ms)
Daily average FPS per version
Daily minor hitches per minute per version (frames ≥33 ms)
By device model
Top models by measured play time in the selection. Compare a version across the same models — adoption skews the device mix in the first days of a release. Longest freeze is the single worst frame seen (ms).
| Device | Play time | Avg FPS | Typical FPS | Worst 5% FPS | Worst 1% FPS | Longest freeze | Time frozen | Minor hitches/min | Stutters/min |
|---|
Blocked IPs
IPs blocked after 10 consecutive failed sign-ins. Unblocking takes effect immediately.
| IP | Reason | Blocked at |
|---|
Alerts
Everything the alert system fired (also sent to the webhook when configured) — last 90 days.
| Time | Kind | Message |
|---|
Sign-in activity
Successful and failed sign-ins with their IPs, plus block/unblock events — last 200.
| Time | Account | Event | IP |
|---|
Create accounts here; you send the email + password to the person and they sign in directly. Resetting a password closes all of that user's sessions.
| Full name | Role | Devices | Created |
|---|
All devices
Everyone's registered devices (members only see their own in the Devices popup). As an admin you can add a device on someone else's behalf.
| Person | Device ID | Label | Added |
|---|
All studio advertising IDs
Studio devices (IDFA/GAID) — builds embed this list, debug tools open only on these (or Device-ID-registered) phones. Admins can register on someone else's behalf.
| Person | Advertising ID | Label | Added |
|---|
Activity log
Sign-ins (including failed attempts), account/device actions and CSV exports — last 90 days.
| Time | Person | Action | Detail | IP |
|---|