· 4 min read
Product Update: New A/B Testing Metrics, Targeted Remote Configs, Godot SDK and more
If you’re an avid GameAnalytics user, and have been following our blog, email, social (or even pop-ups in our tool), then you’ve probably seen a couple of our new features and products that we’ve released. Perhaps even tried them out for yourselves.
But to make sure nothing slips under the radar and you’re up-to-date with what’s new, we’ve summarized all of these updates, releases, SDKs, and services below.
Here’s what we’ll cover:
- Ad data in the Ads Dashboard
- New Goal Metrics for your A/B tests
- Targeting in Remote Configs
- New SDK for the Godot engine
- Data Services for game teams
Feel free to skip to a specific update, if you like. If not, then let’s take it from the top.
- Ad revenue data is now available in GameAnalytics. We’ve integrated impression-level ad revenue data from MoPub to help you better understand your players’ ad behavior. (Our latest and most popular SDKs already include a built-in integration).
- Our Ads Dashboard has arrived. You can now quickly analyze your ads performance by checking your Ad event and Impression event data in pre-configured widgets.
Check out our technical docs to get started with your ads data.
We released A/B Testing for all, and it’s completely free to use for the rest of the year. Our statistical models will determine how different versions of your game are performing, and help you identify if there’s a clear winner. Here’s what’s changed:
- You can now select from more Goal Metrics for your experiments. We’ve added: Playtime per session, Playtime per user, and Session count.
- We’ve added the Distribution Column to our model table (learn about our model table here). This means you can see a range of values in which the result of your goal metric will most likely fall under.
- You’ll find new session metrics in the Core metrics table. The values are updated daily for the duration of the experiment.
- Our Core metrics table now displays weighted mean values for ARPDAU, ARPPU, and Retention metrics, which more accurately reflect the population distribution.
Set up your first experiment to try out these new metrics and A/B test your game.
- It’s now possible to target the configs to a specific set of players. You can filter the target audience by build, country or OS version.
- You’ll also be able to schedule the configuration for the future. Just configure Remote Configs to be applied immediately or plan it for a chosen day. (Consider the Holidays or specific events. You could make your characters green for St. Paddy’s Day.)
So now, you can A/B test to find winning variants. And then use Remote Configs to roll these changes out.
- GameAnalytics now supports integration with the Godot engine. We’ve released this new SDK with platform support for Android, iOS, Mac and Windows. Download the SDK or get more details from our integration guide.
- We’ve introduced Data Services: our advanced data suite that’ll help you build your own data tools, and better analyze your entire portfolio.
- So far, we’ve launched the Metrics API and the Player Warehouse. Use it for advanced analytics and warehousing to get an in-depth insight into your player’s behavior across all your titles. Get in touch to get pricing and learn more.
What’s coming next?
- We’re working on the integration of user-level ad revenue data from Applovin MAX, with more ad providers to come. If you’d like to see ad data from a specific provider, then have your say here.
- We’ll add more goal metrics in A/B Testing. Keep an eye out for our next release which will include support for ad-related metrics.
- And the Organization API is coming to our Data Services, an API for programmatically creating games, users, and invites in GameAnalytics. To make managing your account at scale a lot easier. Stay tuned!
Get started today
Go ahead and give our new features a try in your GameAnalytics dashboard.
We’d love to hear your suggestions on how we could make GameAnalytics even better for you. Feel free to share your thoughts and ideas with us, or vote for the ones mentioned that you think we should review first. We’ll make sure your feedback reaches our product and engineering teams.