Are new players sticking after the update?
Day-1, day-7 and day-30 retention for every week of new players.
The plugin reads ticks per second and milliseconds per tick against the 33 ms budget (30 TPS), sessions and playtime, the address each player joined through and store purchases.
See who joins and stays after every update, which plugin is eating your tick at 30 TPS, and which store items sell. Built on Hytale's server plugin API.
Free for one server. No card needed.
What the demo dashboard answers for this game.
Day-1, day-7 and day-30 retention for every week of new players.
Every tick over 67 ms is captured and named by plugin, so you fix the right one.
Joins, 7-day return and spend for every address and campaign link.
Uptime, restarts and an alert in Discord when it goes down.
Store revenue matched to playtime, with top items and refunds.
Players online through the day and week, so you schedule events and restarts at the right time.
One plugin in the server's mods/ folder, built on Hytale's official server API. Players install nothing.
No install yet? Hytale has no built-in query, so basic mode needs a Steam-query plugin such as G-PORTAL's hytale-plugin-query (5521 by default). Check any Hytale server with the free server status checker.
Plugin-specific payment and gamemode integrations for Hytale are planned. The general dashboard and payments log work today.
Hytale ticks each world on its own thread, 30 times a second, so each tick has 33.3 ms. One busy world doesn't slow the others down, which is why ServerStats reports TPS and tick time per world rather than one number for the server.
When a world's tick runs past 33 ms, the plugin reads that world thread's stack every 5 ms. A tick over 67 ms, two missed ticks, becomes a lag spike charged to the mod whose code was running, by the name Hytale gives each mod's class loader.
Every 5 minutes it also records where ordinary tick time goes, so a mod that is slowly getting heavier shows up before it causes spikes.
Works with
# Put the jar into the server's mods/ folder and start once, then: claim-code: "SS-XXXX-XXXX-XXXX" server-name: "survival" # or in the console: /serverstats claim <code>
30. Hytale servers tick 30 times a second by default, so each tick has about 33 ms. Below 30 TPS a world is falling behind. ServerStats measures every world separately and counts a tick over 67 ms as a lag spike.
ServerStats reads the world thread when a tick runs long and names the mod whose code was running, with the method. Each lag spike shows its top three causes, and a 5-minute profile shows which mods use the most tick time.
No. ServerStats runs only on your server and players never download anything.
It's built not to. On an empty test world its world-thread work averaged 0.28 µs a tick, and /serverstats status shows its cost per world on yours.
Yes. With acquisition.track-hostnames on (the default) the plugin records the address each player typed, so you can compare joins, return rate and spend per creator code or subdomain.
Only if it runs a Steam-query plugin: Hytale has no built-in query. With one, basic mode shows players, version and uptime.
Free covers one server with 24 hours of history, forever, with no card. Operator is $9.99 a month for 10 servers and 90 days of history, which you need for week-on-week trends and D7 or D30 retention. Yearly billing gives two months free.
One ServerStats account covers every game you run.