Game-native analytics · Unreal Engine 5

See where every run ends.

G-Less connects the full player journey—from app launch and matchmaking to every game played, deepest point reached and final exit. Built for PC games, Steam demos and teams that need game meaning instead of web analytics.

Pseudonymous IDsDemo / retail channelsOffline retryPlayer opt-out

Dig Raider

Demo · live run intelligence

Collecting

Session

48m 12s

3 runs

Current run

16m 04s

PvE co-op

Max depth

684.2m

+92m this run

Teammates

2

match succeeded

Run timeline

run_03

run_startPvE · 3 players00:00
matchmaking_resultmatched · 2 teammates00:06
max_depth684.2 metres15:41
run_endawaiting outcomelive

Run exits

50m buckets

n=3,916
peak

APP → RUN

One connected timeline

1 SECOND

Low-frequency sampling

0 BLOCKING

No gameplay network waits

4 CHANNELS

Demo to retail separation

A data model made for games

Ask the questions your build actually creates.

Sessions, runs, matchmaking and progression are first-class records—not naming conventions your team has to remember. The dashboard stays useful from a one-week demo to a live Steam release.

APP SESSION

Measure the whole launch

See session length, games played per launch, last known depth, clean shutdowns and unclean exits from one process timeline.

session_start → heartbeat → session_end

GAME RUN

Know where every run ends

Compare modes, duration, outcome, maximum depth and exact exit depth without turning game code into a pile of generic events.

single · PvE · PvP · custom modes

MATCHMAKING

See the queue, not just the match

Track attempts, success, cancellation, wait time, party size and whether a player actually entered with teammates.

attempt → matched / failed / cancelled

PROGRESSION

Find the exact drop-off

Report depth, stage or any numeric progression model. G-Less turns it into run-exit and application-exit distributions.

last depth · max depth · exit buckets

Failure is contained

Telemetry never gets to hold the game hostage.

The SDK sits away from the gameplay hot path. A broken endpoint, slow connection or offline player changes analytics delivery—not game behavior.

Read the runtime contract

Async network

UE HTTP runs asynchronously with a fixed timeout; gameplay never waits for an analytics response.

Bounded local queue

Offline events persist locally, upload in small batches and discard low-value samples first under pressure.

Backoff, not hammering

Failed requests retry with exponential backoff and jitter instead of a tight loop.

Consent at runtime

A default-on, localized player setting can disable collection and clear unsent local events.

Built alongside real PC games

The Soda Game portfolio.

Dig Raider is the first complete G-Less integration. The same generic Unreal SDK and project model are ready to roll across every title in the studio portfolio.

From first demo to full release

Create a project. Connect the SDK. Learn from the next run.

Start with G-Less