Acquisition
Which join address or tracked link new players used, and how many stayed. Where the agent supports it (Minecraft Java, Velocity, Hytale), the first hostname a player joined with is recorded, so a separate address per source (yt.play.example.net, vote.play.example.net) shows which sources bring players who return. This is join-hostname attribution, not proof that one link click caused a join.
Revenue (Operator and Network)
Gross, refunded, chargeback and net revenue, paying share, average order, ARPU, ARPPU, first-purchase conversion, revenue per player-hour, packages, servers and creator codes. It needs a store connection. Roles need the read_money permission.
Experiments (Operator and Network)
Split players between 2 to 4 variants and see which wins. See run an A/B experiment.
Organisation tabs
- Campaigns (Operator: up to 10 live; Network: 200): match rules by join hostname, creator code or Discord invite, first touch per player, a leaderboard. Campaign spend, cost per player and payer, tracked links (
serverstats.cc/go/…) and exports are Network. The Vote lists tab compares server lists by new players, voters and retention (how it works), and a campaign can have its own creator view. - Store connections: Tebex, PayNow and CraftingStore webhooks.
- Revenue across all servers.
Countries and forecasts
Joins, day-7 return and revenue by country (Operator, for games that send a country). Player and revenue forecasts with an 80% band need Network and at least 21 days of data.