Growth

Where players come from, store revenue, campaigns, A/B experiments and countries.

Using the dashboardUpdated 2 min read

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.

Still stuck? Email [email protected] with the server name and what you see. For a rejected claim code or no data, include the output of the agent’s status command.