See why players leave your game.
Add one ModuleScript and RoSession records every session in your experience, from join to leave, with the reason each player left. Live players, retention, funnels, revenue and A/B tests on a private dashboard for you and your team.
Free during early access. Signing in adds you to the waitlist.local RoSession = require(game.ServerStorage.RoSession)
RoSession.start({ key = "rs_live_…" })- Add your game by pasting its Roblox link.
- Insert the module into ServerStorage and start it with your key.
- Allow HTTP requests and press Play. The setup guide checks each step.
Every session ends with a reason, worked out from what happened: bounced, quit in the tutorial, declined a purchase, went AFK, lag, errors.
Who's online right now, what each player is doing, their device, FPS and ping, and a live feed of joins, leaves and purchases.
Day 1, 7 and 30 retention by the day players first joined, and how long a session lasts.
The exact step where new players stop: the tutorial, the first purchase, any flow you define in one line.
Split players between variants and compare playtime, spending and return rate, with significance worked out for you.
Robux by product, prompt-to-purchase rate for every offer, and where your in-game currencies come from and go.
How long servers last and why they end, memory and FPS over time, and script errors grouped by message.
Each new place version compared with the one before it: playtime, leave reasons and the errors it introduced.
A message when players drop, errors spike or servers crash, and a daily summary.
Read-only access for AI assistants and a command line tool: ask why players left yesterday in plain words.
Track what matters to your game
One line each-- anything players do
RoSession.event(player, "QuestComplete", 1, { quest = "Bakery" })
-- where new players stop
RoSession.funnel(player, "Tutorial", 3, "Placed first oven")
-- currencies in and out
RoSession.currency(player, "Coins", 250, "DailyReward")
-- Robux purchases, with your own receipt handler
MarketplaceService.ProcessReceipt = RoSession.receipts(handleReceipt)Questions
Does it slow my game down?
No. The module batches events and sends them every 10 seconds from the server with HttpService, well under Roblox's request limits. The client part samples FPS and activity once a second.
Is it allowed by Roblox?
Yes. It uses HttpService, the standard way experiences talk to outside services; you turn on “Allow HTTP Requests” in Game Settings. It doesn't collect anything outside your experience.
What does it record by itself?
Sessions from join to leave with a leave reason, concurrent players, servers and their lifetimes, device, country, FPS and ping, idle time, purchase prompts and Robux purchases, and script errors. Events, funnels and currencies are one line each.
Do Studio playtests count?
They're recorded but hidden by default, so testing doesn't skew your numbers. One switch shows them.
Can my team see it?
Yes. Everyone signs in with Roblox, and you choose which Roblox accounts can view each game.
How much does it cost?
It's free during early access. Sign in with Roblox to join the waitlist; people are let in a few at a time.