Use the dashboard to identify where players drop out, then choose one change you can test. The official access rules and dashboard controls below are separate from Build Creator’s suggested workflow.
Where Analytics lives and who can access it
Open Creator Hub → your game → Analytics. Roblox’s general analytics documentation lists more than 10 daily active users and 10 play hours for seven consecutive days for access to all dashboard KPIs. This is a general game-analytics threshold, not a special Build requirement.
Enrollment also requires a verified email address and two-step verification. Eligible owners can activate analytics from the game overview and accept the relevant Roblox terms. Group access depends on permissions; publishing a Build game does not automatically grant every collaborator access to sensitive metrics.
If some charts are missing, check enrollment and permissions before concluding that tracking failed. A very new game may simply lack the traffic history needed for the full KPI view.
What Custom Dashboards provide
Roblox now lets a game have up to 20 Custom Dashboards. Each can combine charts, tables and summary cards, with a chosen date range and layout. You can pin a frequently used dashboard to the navigation.
Published dashboards can be viewed by teammates who have analytics permission. A dashboard does not bypass those permissions or make private revenue data public.
Publish to save: leaving the editor without publishing loses your dashboard changes. This Publish button saves the dashboard; it is not the game-release button.
A Build Creator starter dashboard
The following is Build Creator editorial workflow advice, not a required Roblox layout. Start with the charts you can access and add context before adding more widgets.
| View or metric | Question to answer |
|---|---|
| Acquisition / Home Recommendations | Are players being shown the game, and from which source? |
| Play Through Rate | Do Home viewers choose to enter? |
| First Play Bounce Rate | Do first-time players leave before finding the loop? |
| D1 retention | Do players return the next day? |
| Playtime per user | Is the session sustaining attention? |
| Play days per user | Is there a reason to return across days? |
| Peak CCU | What is the highest concurrent load in the selected window? |
| Daily revenue, when relevant | Is monetization changing alongside player behavior? |
Roblox specifically gives D1 retention, peak CCU and daily revenue as examples for summary cards. Keep the date range and aggregation visible: a latest value, period average and period total answer different questions.
Diagnose discovery, bounce and retention separately
- Low impressions: inspect acquisition and Home Recommendations. There may not be enough exposure to judge the thumbnail or first session.
- Impressions but weak play-through: compare the title, thumbnail and gameplay preview with what the game actually offers.
- High first-play bounce: test loading, controls and whether a new player can find the first action.
- Weak D1 retention: check whether a complete first session creates a reason to return.
- Low repeat play days: examine progression or variety after the first return, rather than adding another introductory tutorial.
- Revenue changes: compare payer behavior with retention and engagement. Revenue alone does not establish an improvement in the game.
These are diagnostic starting points, not proof of a single cause. Watch a real playtest to find the behavior behind a chart.
Create and save the first dashboard
- In the game’s Analytics area, open Custom dashboards → Manage all → Create.
- Name the view around one question, such as “First session and return.”
- Add charts, tables or summary cards for the available metrics.
- Set the date range, breakdowns and aggregation so comparisons are consistent.
- Click Publish to save, then pin the view if useful.
- Confirm that teammates who need it have analytics permission.
Record a small hypothesis before a Build-chat update: what changed, which player behavior should improve and how you will compare it. Keep gameplay and presentation changes separable when possible.
What not to overreact to
A handful of players can move a percentage sharply. One-day spikes, a new acquisition source or a seasonal change can also alter the mix of players. Compare like-for-like sources and periods, and check absolute sample size beside rates.
Mark a result inconclusive when the sample cannot support a decision. A dashboard helps choose the next test; it does not guarantee traffic or income. If the core loop is still unclear, revisit game types before collecting more metrics. The publishing guide covers release eligibility separately.