The data layer after Steamworks

Turn every Steam demo into evidence.

Steamworks tells you how players reached the store. G-Less tells you what they did inside today’s build—where they stopped, what they retried, and whether your change actually worked.

Free early access · Unity & Unreal · pseudonymous IDs · offline-safe

Dig Raider · Demo

build 0.8.14 · today

Illustrative dashboard

Players

1,284

+18.4%

Daily median

24m 18s

+3m 42s

First-run complete

62.8%

+7.1%

Median playtime by day

Current build vs previous

12 days
JUL 25AUG 05

Run exit depth

50m buckets

n=3,916
Drop-off moved 100m deeper after the tutorial change.

DAY / BUILD

Compare the change

RUN / STAGE

Find exact exits

DEMO / RETAIL

Keep channels clean

ASYNC / OFFLINE

Never block play

REAL GAMES. REAL SIGNALS.

Built with teams shipping on Steam.

Eight games across extraction, survival, co-op and narrative design—each measured around the loop players actually experience.

STEAMWORKS + G-LESS

Steam shows the market. We show the game.

G-Less does not replace Steamworks. It connects store-level outcomes with the missing in-game context, so a number can become a design decision.

01

Did today’s build get better?

Steamworks

A lifetime median blends every build and every day together.

G-Less

Compare daily median, completion and exits by build or channel.

02

Where did the Demo lose players?

Steamworks

A store visit or install does not reveal what happened in-game.

G-Less

See tutorial, run, stage and boss funnels with exact exit depth.

03

Did co-op actually work?

Steamworks

Traffic reports cannot see queues, failures or party outcomes.

G-Less

Measure attempts, wait time, success, cancellation and team entry.

Steamworks’ own UTM documentation says Demo downloads and Playtest conversions are not counted as UTM conversions; Playtest feedback collection is left to developers.

FROM METRIC TO DECISION

Ask game questions. Get game answers.

Sessions, runs, matchmaking and progression are first-class records—not generic events your team has to decode later.

Daily & build cuts

Separate Demo, Playtest and retail. Compare today with yesterday instead of another lifetime average.

Gameplay funnels

Turn tutorial steps, runs, stages and bosses into completion and drop-off evidence.

Matchmaking truth

Know whether a queue matched, failed, timed out or led to a real multiplayer run.

Progression exits

Find the exact depth, level or checkpoint where sessions end—cleanly or unexpectedly.

01

Instrument

Add the UE5 SDK and name the loops that matter.

02

Ship

Tag build and channel; events queue safely offline.

03

Compare

Cut by day, build, mode and progression depth.

04

Decide

Keep, change or roll back with behavioral evidence.

PLAYERS LEAVE CLUES

See the moment behind the metric.

Useful telemetry stays connected to the scene: the depth a run ended, the party that never entered, or the choice that changed completion.

Dig Raider gameplay

PROGRESSION

Which depth ends the run?

Track max depth · exact exit · run outcome
Dead Stock co-op gameplay

CO-OP

Did the party enter together?

Attempts · wait time · match success
The Execution Threshold gameplay

DECISIONS

Which choice changed completion?

Choice path · retry · completion

SAFE BY DESIGN

Analytics never holds gameplay hostage.

A slow endpoint or offline player changes delivery—not game behavior.

Async network

No gameplay waits

Local queue

Bounded & offline-safe

Player control

Opt-out at runtime

FIELD GUIDES

Build a measurement system your team can trust.

Decision-first guidance for game analytics, Steam demos and production-safe Unreal Engine telemetry.

Explore all resources

YOUR NEXT BUILD IS A TEST

Stop guessing what players did.

Early access is currently free. Connect a project and learn from the next Steam Demo session.

Start free