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FULL ANALYTICS of my Roblox Game (PART 1)

Roblox developer Seibo walks through analytics for their game Draw Perfect Circle, covering CCU growth, retention, monetization, demographics, and acquisition sources, and asks viewers for feedback.

Key Takeaways

  • Home recommendations are now a stronger acquisition source than paid ads, so ads were paused.
  • Day seven retention is the main problem to solve, since it drops sharply after the first week.
  • The Auto Perfect game pass is the best seller, suggesting a price increase may be worth testing.
  • Monetization is weak relative to the player count, though it is trending upward.

What the video covers

  • The creator reviews analytics for Draw Perfect Circle, a Roblox game released October 27th and updated daily.
  • Around 400 players are active, with CCU reaching about 600 at the time of recording and session time stabilizing.
  • The qualified play-through rate is 5.29%, about five times the creator's typical rate of around 1%.
  • Day one retention is growing, while day seven retention shows a downward spike the creator wants help fixing.
  • Average playtime and total playtime are rising, though returning-user session time is shorter than new-user session time, which is a concern.
  • New user first session retention is 62%, which the creator considers decent.
  • Home recommendations overtook paid ads, so the creator stopped running ads.
  • Demographics show 25% US players, about 70% female, and roughly half of players aged 21 or over.
  • Monetization is modest at about 6,000 Robux over three days and 0.1 Robux per daily user.
  • The Auto Perfect game pass sold 381 copies, and the creator is considering raising its price from 90 Robux.

Answers

Questions about this video

Why did the creator stop running ads for Draw Perfect Circle?

The home recommendation numbers rose above the ads numbers, so the creator stopped the ads. The creator treated organic recommendations as sufficient acquisition.

What is the creator's main concern about the game's retention?

The creator is worried about a large downward spike in day seven retention and does not know how to stabilize the percentage of players returning day by day. The creator asks viewers for suggestions.

Which developer product sold best, and what does the creator plan to do with it?

The Auto Perfect game pass, which makes the circle 100% accurate, sold 381 copies. The creator is considering raising its price from 90 Robux because that number seems too low.

Full Transcript — Download SRT & Markdown

00:00
Speaker A
Hello guys. So, long time no see, you guys. Today I'm going to be directing you guys through my game, Draw Perfect Circle.
00:09
Speaker A
I released it, and I think it was very recently, on October 27th, and I updated it today.
00:17
Speaker A
I'm updating it daily, and I've also made a video about this game. So, check out this game if you guys want, if you guys are interested.
00:25
Speaker A
But anyways, I'm going through the analytics, okay? So, if we go to the overview, we can see that 400 people are playing, and session time in place is 8.8 minutes, which is rising daily and daily.
00:38
Speaker A
And let's go to see more. As we can see, let's go to maybe last 7 days in hours.
00:46
Speaker A
So, there's a fluctuation of spikes, you know. And as you guys can see, it just reached, what was it? 600 CCU today.
00:56
Speaker A
And I think it's going to be growing even more. As we can see in the session time in place, it was fluctuating a lot until this period, but now it's pretty stable, or at least it's
01:08
Speaker A
stabilizing, starting to stabilize. The crash rate is pretty awful, I think, because a lot of people are crashing.
01:18
Speaker A
But we don't really care about that because we can fix that easily, and yeah.
01:24
Speaker A
Next, let's go look at the game details, okay? I'm going to be showcasing you guys the thumbnails and the performance.
01:31
Speaker A
And, you know, the qualified play-through rate is 5.29%, which is pretty insane, okay?
01:40
Speaker A
I've had a lot of games with a qualified play-through rate of like 1% or something, but this is like times five of that. So, it's pretty insane to think of that. I'm really happy about this.
01:51
Speaker A
And if we go to analytics, okay? Day one retention, we can see that, I don't know what happened here, it's growing exponentially, and I think it's going to go over the 90th percentile.
02:06
Speaker A
And the day seven retention is also rising, so I think it will go to the mean, like 1.5%, and stabilize at that, but that's still super duper good. And this is the cohort analysis, as you guys can see. Guys, please
02:19
Speaker A
comment on how to improve the day seven retention, because I've seen a big downward spike in these seven days, and I don't know how to stabilize it. I don't know how to make people's percentages
02:34
Speaker A
not decrease a lot day by day. So please help me. Okay, anyways, engagement. Average playtime is actually rising. I didn't really expect this, because my game is mainly focused on short session times, but yeah, it's increasing, and the total playtime is
02:49
Speaker A
increasing also. The average session time is, yeah, it's increasing. What's kind of odd is that normal Roblox games have more returning-user session time. The returning-user session time is longer than the new-user session
03:06
Speaker A
time, but in my game's case, it's shorter. That's pretty concerning, but yeah. New user first session retention is pretty important. 62%. Okay, it's not bad. It's not bad, yeah.
03:20
Speaker A
I'm pretty happy about that also. And if we go to, hmm, okay, never mind.
03:28
Speaker A
Acquisition. We can see that for the past, let's do last 28 days. As we can see, the home recommendation started increasing, and because it got increased, I, *clears throat*, stopped using my ads right here. Wait, let me just go to last
03:46
Speaker A
seven days. As you can see, this cross right here, I stopped the ads when the home recommendation numbers crossed and went higher than the ads numbers. So yeah.
03:59
Speaker A
And as you can see, yeah, it's sad to know that the charts are not that high. There's only like two to one chart recommendations, but yeah.
04:10
Speaker A
Just take a screenshot or just stop the video if you are interested in analyzing these stats.
04:17
Speaker A
And yeah, basically. Let's go to home recommendations. Acquisitions. The play-through is super duper crazy, like 7%, 6%, stabilizing at like 5% or something. And the first-play bounce rate is not that bad either. And the play days per user is
04:35
Speaker A
pretty decent, but yeah, I'm still happy about this. I hope it increases even more.
04:40
Speaker A
And yeah, these are all these stats. Just stop the video. This is pretty awful in 10 core play days per user.
04:48
Speaker A
And qualified play sessions per user is increasing, and it's in the 90th percentile, I think, almost.
04:54
Speaker A
This stat is kind of increasing right now. I don't know what will happen soon, but yeah. Let's go to demographics.
05:01
Speaker A
United States, 25%, USA players. It's kind of crazy, because it's good to know this, because US players, fun fact, spend the most Robux in Roblox. And female, 70%. This doesn't really matter. Ages 21 and
05:18
Speaker A
over, more than 21 players, are like half of the players, which is pretty crazy to know, because I thought this game was based on kids' gameplay, but I guess 21-plus players are playing the most.
05:31
Speaker A
Economy. I don't really know what economy is, so let me just skip that. Let's go to funnels, and let's go to funnels 25.
05:39
Speaker A
So it seems like 65% of players are staying through the third match, and about 65% or 63% leave by the fifth match, which is pretty decent, actually. And yeah, just stop the video if you're interested in this.
05:58
Speaker A
If you're interested in analyzing this, let me just showcase you all of the funnels.
06:03
Speaker A
Wait, actually, no, I'm not going to showcase you all of the funnels, because it would be a waste of time. So, let me just go to Journey. I don't know what Journey is. I think this is new, right? And let's go to Explore.
06:15
Speaker A
There's nothing really to show you guys here. Let's go to Monetization. I mean, it's not bad, but it's not good at the same time, considering the fact that my game has like 400 CCU, because a lot of games with 400 CCU have
06:31
Speaker A
10,000 Robux per day or something. So, yeah. But mine is 6,000 Robux in 3 days. That means 2,000 Robux in a day, which is pretty bad. But at least it's increasing, you know? So, yeah.
06:45
Speaker A
And the average Robux spent per daily user is 0.1, which is pretty awful, because, yeah, again, considering the fact that my game has 400 users. And also, yeah, I hope it increases somehow, somewhere, in some way.
07:00
Speaker A
But yeah. Developer products. The most sold developer product was actually, let me just load it, Auto Perfect, which is a game pass that makes the circle 100% accurate.
07:18
Speaker A
381 sales is a banger, actually. Pretty incredible. I didn't expect this to have this many sales. Should I raise the price, guys? Please let me know in the comments. I think I should raise the price, because 90 Robux is too small of a
07:32
Speaker A
number. And no one literally bought the other game pass. Oh my god. Okay. Pretty incredible stuff. Let's go to Monitoring and go to Hours.
07:44
Speaker A
Yep. And yeah, that's pretty much it. Wait, let me just show you guys the thumbnail.
07:50
Speaker A
41 likes and 29 dislikes. And you guys can watch the video on your own eyes, on your own mobile.
08:01
Speaker A
So, please make sure to try this game and give me tips on what to improve, what not to improve, and what to delete and stuff.
08:07
Speaker A
And yeah, I'll see you guys in the next video. Thank you so so much for watching this video. I'll keep updating you guys on this game. So please make sure to subscribe and turn on notifications so that you guys know when I post another
08:19
Speaker A
video on this game. And yeah, I'll see you guys in the next video and peace out. Bye.
Topics:Robloxgame analyticsDraw Perfect CircleretentionCCUmonetizationRobuxgame developmentdeveloper productsplayer engagement

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