Metric glossary
Short definitions explain the names used in analytics.
How to use it
- For game stages, open My games → All analytics → Funnels and events. Choose a funnel and By players or By funnel attempts.
- Opening the section shows the saved server report immediately. Missing and stale data is refreshed automatically in the background; an empty response never removes saved values. Compare bars within a column and click headings to sort. Missing values stay last and zeroes are retained. Check the UTC period and retrieval time. Refresh starts background collection; a dash remains until Roblox returns that metric for the same period.
- A funnel attempt does not always match a game visit. Quality, almost-quality and non-quality session classes are not calculated yet: Roblox does not publish an exact rule for these three classes.
- Find a metric using guide search; when comparing charts, check units and date ranges.
Files and links
Roblox: funnel eventsRoblox: discovery and first-play bounceMetrics by topic
Overview Benchmarks (Daily)
- DAU
- Unique players for the day.
- MAU
- Unique players in the last 30 days.
- Average session
- The average length of one entry into the game.
- Total game time
- Total playing time per day.
- D1 retention
- The percentage of new players returning the next day.
- D7 retention
- Proportion of new players returning after seven days
- D30 retention
- Proportion of new players returning after thirty days
- Daily revenue
- Robux, earned by the game in a day.
- Average revenue per active player (ARPDAU)
- Average revenue per active player.
- Average revenue per paying player (ARPPU)
- Average revenue per paying player.
- Payer conversion rate
- The percentage of active players who have made a purchase.
- Home recommendation play-through rate
- The share of Home Recommendations shows that ended with the launch of the game.
Engagement
- DAU
- Unique players for the day.
- MAU
- Unique players in the last 30 days.
- Sessions
- Number of gaming sessions.
- Playtime per player
- Average playing time per active player.
- Average session
- Average duration of one session.
- General time
- Total player time in the game.
- DAU/MAU returns
- How often do monthly audiences play every day?
- New and returning
- Divide the DAU into new and repeat players.
- Time for new and returning
- The average playing time of new and repeat players.
- Session of new and returning
- Average session of new and repeat players.
- Devices
- Active platform players.
Demographics & devices
- DAU
- Unique players for the day.
- DAU
- Unique players for the day.
- DAU
- Unique players for the day.
- DAU
- Unique players for the day.
- DAU
- Unique players for the day.
- DAU
- Unique players for the day.
- Age · % MAU
- Monthly audience by Roblox age group.
- MAU
- Unique players in the last 30 days.
- Gender % MAU
- Monthly audience by available Roblox gender categories.
- Countries · % MAU
- Countries with the largest monthly audience.
- Languages % MAU
- Ten main languages of the monthly audience.
- Platform · % MAU
- Phone, tablet, computer, console and VR.
- Operating system · % MAU
- Monthly audience for operating systems.
- Server frame rate
- The average server frame rate of the game server.
- Server frame rate by Place
- The average server frame rate of each place within the experience.
- Server frame rate · P10
- 10 Roblox percentile for this game and the same breakdown. Not a benchmark of similar games.
- Server frame rate · P50
- 50 Roblox percentile for this game and the same breakdown. Not a benchmark of similar games.
- Server frame rate · P90
- 90 Roblox percentile for this game and the same breakdown. Not a benchmark of similar games.
- Server frame rate by Place · P10
- 10 Roblox percentile for this game and the same breakdown. Not a benchmark of similar games.
- Server frame rate by Place · P50
- 50 Roblox percentile for this game and the same breakdown. Not a benchmark of similar games.
- Server frame rate by Place · P90
- 90 Roblox percentile for this game and the same breakdown. Not a benchmark of similar games.
Retention
- New user first-session retention
- The percentage of new players still playing at each minute after their first launch.
- Average playtime
- Average playtime per active player. The gray band shows Roblox's exact P50–P90 range for comparable successful games.
- Average session time
- Average duration of one play session. The gray band shows Roblox's exact P50–P90 range for comparable successful games.
- D1 retention
- We came back the next day.
- D7 retention
- We came back in seven days.
- D30 retention
- We were back in thirty days.
- DAU / MAU
- Percentage of monthly audience active daily.
- Daytime cohorts
- Return each day cohort days after the first visit.
- Weekly cohorts
- Return of weekly cohorts weeks after the first visit.
- D1 by source
- Retain players from different engagement channels.
- D7 by source
- Seven-day retention of players from different engagement channels.
- D30 by source
- Thirty-day retention of players from different engagement channels.
- D1 by platform
- Retention on computers, phones, tablets and consoles.
- D7 by platform
- Seven-day hold on platforms.
- D30 by platform
- Thirty-day hold on platforms.
Monetization
- Revenue
- Robux, earned by the game.
- Average revenue per active player (ARPDAU)
- Average revenue per active player.
- Average revenue per paying player (ARPPU)
- Average revenue per paying player.
- Paying players
- Unique players who have made a purchase.
- Payer conversion rate
- The share of the DAU that made the purchase.
- Sources of revenue
- Revenue by type of monetization.
- Balance type
- Revenue from purchased and earned Robux.
- Sales total by product
- Daily revenue for each product and developer product.
- Units purchased
- Official daily sales count for each Roblox product.
- Product categories
- Revenue from developer products, passes, subscriptions and other types of products.
Hourly Revenue
- Hourly revenue
- Robux sales every hour.
- Income on goods
- Revenue of each product and developer product.
- Income by category n
- Revenue by Roblox product types.
- Income at the place of sale
- Where the purchase was made inside the Experience.
Creator Rewards
Acquisition
- Users with Home recommendation impressions
- Number of unique users to whom Roblox showed the game in Home recommendations.
- Users who played from Home recommendations
- Number of unique users who started playing after a Home recommendation.
- Home recommendation play-through rate
- Share of impressions in Home recommendations that ended with the launch of the game.
- Qualified Home conversion
- The share of Home shows that ended with a high-quality game session.
- Deep home involvement
- Proportion of recommended players who have achieved deep engagement.
- Players reached
- Unique users who saw the game card.
- Open the card.
- Unique users who opened the game page.
- Start playing.
- Unique users who launched the game.
- Quality games
- Players who have reached the threshold of a quality gaming session.
- Impression to detail-page conversion (ImpressionCVR)
- Conversion of the display to the opening of the game page.
- Detail-page to play conversion (ClickCVR)
- Conversion of the game page to launch.
- Impression to play conversion (EndToEndCVR)
- Conversion of the display to the launch of the game.
- Impression to qualified-play conversion (QualifiedEndToEndCVR)
- Converting the display into a quality game.
- Shows by source
- Shows of the game through engagement channels.
- Clicks on sources
- Open the game page through the attraction channels.
- Players by source
- Run from Home, Search, Sponsored Ads and other channels.
- Quality of sources
- High-quality gaming sessions through engagement channels.
- In-game ad impressions
- Shows of advertising formats placed inside your game.
- In-game advertising revenue
- Robux from in-game advertising.
- Viewers rewarded video
- Players who watched the rewarded video of the day.
- Showing rewarded video
- The number of rewarded videos in the game.
- Revenue per thousand impressions
- Robux on a thousand validated impressions of rewarded video.
- Accommodation income n
- Advertising revenue by format and placement ID.
Content and Home tests
- Game page play-through rate
- Share of game-page visitors who launched the experience. Overall page result.
- Preview screenings
- How many times has Roblox shown specific thumbnails?
- Thumbnail qualified play conversion over 7 days
- Thumbnail conversion into a qualified play session.
- Thumbnail qualified play conversion
- Current thumbnail conversion into a qualified play session.
- Quality launches
- The number of quality gaming sessions after thumbnail is shown.
- Winning segments
- Audience segments where thumbnail is recognized as the winner.
- Post-preview session
- The average duration of a player session after the thumbnail is shown.
- Image displays
- Distribution of impressions by Asset ID and preview lists.
- Image qualified play conversion
- Conversion of each image into a qualified play session.
- Image session
- The average session for each thumbnail.
- High-quality launches on the image
- Quality gaming sessions of each thumbnail.
Funnels and events
- Funnel users
- The number of unique players at each step.
- Passing a step
- Percentage of players moving to the next step.
- Hedge on the move
- The proportion of players who leave the funnel on the move.
- Total conversion
- Share of players reaching this step among those that started the funnel.
- Funnel attempts
- Number of attempts at each funnel step; this is not the number of game visits.
- Overall attempt conversion
- Share of attempts reaching this step among those that started the funnel.
- Step conversion by attempts
- Step completion within individual funnel attempts.
- Attempt drop-off
- Funnel attempts ending at this step.
- Cohort conversion
- Completion of funnel steps by players in the same cohort.
User events
- Number of events
- How many times did each user event happen?
- Event players
- The unique players who caused the event.
- Sum of values
- The total numerical value of the event.
- Average value
- The average numerical value of one event.
- Average per player
- The average value of an event per unique player.
- Minimum
- The minimum recorded value of the event.
- Maximum
- The maximum recorded value of the event.
Economics
- Average balance
- The average amount of domestic currency for players.
- Transaction volume
- How much domestic currency is received and spent?
- Transactions
- Number of transactions with domestic currency.
- Popular goods
- Turnover of domestic currency on gaming goods.
Technical quality
- Crash the client.
- Proportion of client sessions with emergency termination.
- Number of jeans
- Customer emergency terminations.
- FPS client
- Average frame rate on players’ devices.
- FPS client P10
- The bottom tenth percentile of FPS is problem devices.
- FPS client P50
- Median FPS client.
- FPS client P90
- Ninety percentile of an FPS client.
- Customer memory
- The average memory consumption of a Roblox client.
- P90 customer memory
- Memory in the heaviest ten percent of sessions.
- Share of device memory
- Average portion of available device memory occupied by the game.
- client
- Average client CPU time per frame.
- Server CPU
- Average CPU time of server tasks.
- P90 server CPU
- Ninety percentile of server CPU load.
- Loading CPU cores
- Use of server computing cores.
- FPS server
- Average frequency of server simulation.
- FPS server P10
- Lower tenth percentile of simulation frequency.
- Server memory
- The average memory consumption of the server.
- Memory of the P90 server
- Peak memory in heavy server sessions.
- Crash the server.
- Number of server emergency terminations.
- Exit from memory
- Unexpected terminations due to lack of memory.
- Duration of the server session
- The average duration of a server session.
- RoTrace calls
- Number of calls registered by RoTrace.
- Peak CCU
- Maximum simultaneous players.
- Customer memory · P10
- 10 Roblox percentile for this game and the same breakdown. Not a benchmark of similar games.
- Customer memory · P50
- 50 Roblox percentile for this game and the same breakdown. Not a benchmark of similar games.
- Share of device memory · P10
- 10 Roblox percentile for this game and the same breakdown. Not a benchmark of similar games.
- Share of device memory · P50
- 50 Roblox percentile for this game and the same breakdown. Not a benchmark of similar games.
- Share of device memory · P90
- 90 Roblox percentile for this game and the same breakdown. Not a benchmark of similar games.
- Server CPU · P10
- 10 Roblox percentile for this game and the same breakdown. Not a benchmark of similar games.
- Server CPU · P50
- 50 Roblox percentile for this game and the same breakdown. Not a benchmark of similar games.
- FPS server · P50
- 50 Roblox percentile for this game and the same breakdown. Not a benchmark of similar games.
- FPS server · P90
- 90 Roblox percentile for this game and the same breakdown. Not a benchmark of similar games.
- Server memory · P10
- 10 Roblox percentile for this game and the same breakdown. Not a benchmark of similar games.
- Server memory · P50
- 50 Roblox percentile for this game and the same breakdown. Not a benchmark of similar games.
- Duration of the server session · P10
- 10 Roblox percentile for this game and the same breakdown. Not a benchmark of similar games.
- Duration of the server session · P50
- 50 Roblox percentile for this game and the same breakdown. Not a benchmark of similar games.
- Duration of the server session · P90
- 90 Roblox percentile for this game and the same breakdown. Not a benchmark of similar games.
Security
- Complaints
- Total number of complaints from players.
- Complaints for 1000 hours
- Unique senders of complaints about a thousand hours of play.
- Categories of complaints
- Complaints by category and channel of sending.
Advice and practical context
Definition before comparison
Similar labels can use different numerators, denominators, and populations. DAU counts unique daily players, Visits counts entries, and CCU captures concurrent activity at a moment. Before comparing, find the definition, unit, interval, and supported breakdown.
Reading unavailable values
A dash can mean an unsupported combination, missing access, unfinished period, or data gap; it is not zero. A percentage without its denominator is also incomplete, so add the absolute volume and source before deciding.
Derived metrics need a formula and limitation. For example, session length estimated from CCU and Visits gain remains an approximation and cannot replace Roblox Session Time. Preserve the source label in exports so its meaning is not lost.
Technical detailsCalculations, permissions and behavior
Funnels: steps and attempts
Opening the section reads the saved report. Missing or due reporting windows enter the server background queue. Saved values remain visible.
Default reports for the last 30 completed days are prequeued for known funnels in both modes. The page checks progress with backoff; server collection continues after the section closes. Empty responses for windows ending within the last 31 days are retried daily and never erase previously received values.
Older empty windows can be rechecked with Refresh. Click any of the six column headings to sort rows; click again to reverse the direction. Sorting changes presentation only, not stage-completion calculations.
Bars compare values within each column; red bars represent drop-off. Missing values stay last in either sort direction, while genuine zeroes are retained. In My games → All analytics → Funnels and events, choose a funnel and By players or By funnel attempts.
MARPLA requests the Roblox funnel list and up to 100 steps per funnel. The table shows counts, step completion, drop-off and overall conversion. The refresh button’s tooltip shows the exact UTC report window and retrieval time.
Its icon spins while the table loads. The table has the same periods as products: 1, 3, 7, 14 and 30 days, six months, a year and all time, plus an inclusive UTC end date and day arrows. The unfinished current day is excluded; All time is limited to the four years available from Roblox.
The № column sorts by the original step number and retains it when sorting. Known funnel and step names are translated, with the original in a tooltip. Click a row to scroll to its count chart below the table; clicking another numeric cell opens that metric instead.
The chart has independent periods, date, interval, line and bar modes, milestones, legend, tooltips, minimum and maximum, CSV, refresh and AI advice below its heading. Days, weeks and months are queried as separate non-overlapping Roblox windows: daily unique players are never summed and rates are never averaged. Hourly intervals are unavailable for these metrics.
History is collected in the background and missing values are never filled with zero. Missing metrics are shown as dashes; rates from another period are not substituted. Refresh uses the shared queue and Roblox rate limits; repeated clicks are unnecessary.
An empty new check keeps the prior report with its original timestamp and an explicit notice. A unique player and a funnel attempt are different units; funnelSessionId is assigned by the game and may not match a game visit. Roblox does not publish an exact qualified-play threshold or an almost-qualified session category.
First-play bounce intervals under 60 and 61–180 seconds are not a universal classification of all sessions. Three MARPLA quality classes need agreed steps or durations and data tied to the same game visit. Until then, their counts and percentages are not calculated.