MARPLA / Help center

User guide

Metric glossary

Short definitions explain the names used in analytics.

How to use it

  1. For game stages, open My games → All analytics → Funnels and events. Choose a funnel and By players or By funnel attempts.
  2. 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.
  3. 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.
  4. Find a metric using guide search; when comparing charts, check units and date ranges.

Files and links

Roblox: funnel eventsRoblox: discovery and first-play bounce

Metrics 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.