FOR INDIE & MID-SIZED GAME TEAMS

Validate every game iteration with player evidence.

From Demo and Playtest to release, G-Less compares builds, designs and analyzes project-scoped A/B tests, locates player drop-off and measures whether a gameplay change worked. Integrate the SDK with your team, or let us deliver the measurement system end to end.

Invitation-only · Unity & Unreal · project-specific delivery

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.

BUILD / EXPERIMENT

Validate the change

RUN / FUNNEL

Locate real friction

STANDARD / CUSTOM

Fit the project

SDK / DELIVERY

Choose how to engage

DECISION SYSTEMS FOR SMALL TEAMS

Guess less. Validate more.

G-Less combines a game-native analytics platform with project delivery. Use the standard workspace for repeatable questions, then add experiment analysis, game-system models or full-service implementation where the project needs them.

STANDARD ANALYTICS

Build validation

Know whether this build is actually better

Compare playtime, completion, progression and exit points by day, build and release channel—then turn a subjective review into evidence your team can revisit.

PROJECT-SCOPED

A/B Test

Choose between design options with a controlled comparison

We help define the hypothesis, stable assignment, event contract, sample checks and result view for camera, tutorial, difficulty, economy or conversion experiments.

DECISION SUPPORT

Experience diagnosis

Find where players get stuck, leave or fail to connect

Reconstruct sessions, runs, stages, matchmaking and choice paths as game-native funnels, so the next sprint starts with a defensible priority.

G-LESS DELIVERED

Indie-game data full service

Hand the measurement system to a team that understands games

G-Less can deliver core-loop measurement design, Unity or Unreal instrumentation, test-build QA, project metrics and a tailored decision dashboard—with ongoing support scoped to each release.

Self-serve foundation—or a G-Less-led delivery

Every custom engagement is scoped around the game, engine, experiment, metric set and support period. We define deliverables and pricing before implementation.

Compare engagement models

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.

Workspace access is currently invitation-only. Tell us your project stage and decision goal; existing project members can sign in and enter directly.

Join the waitlist