Analyse

Analyse

Player attribution analytics for Minecraft servers and Roblox experiences, tying every join and purchase to the campaign that brought it.

80/100Safe BetFree · from $9/moFreemium

Buy this if you write cheques to YouTubers, TikTokers or Discord communities and cannot prove which ones paid back. The creator-code and campaign ROAS view is the whole point, and no pageview tool gives you retention cohorts keyed to a join hostname. Skip it if you are not running a game server or Roblox experience, because nothing here maps to a website.

Verified 18h ago · liveness 80/100 · cite: rightaichoice.com/tools/analyse

Best for
  • Minecraft server owners paying YouTubers, TikTokers or Discord communities and needing to know which deal returned
  • Roblox experience creators tracking sessions, Robux purchases and discovery or creator-code sources
  • Networks and studios running several games that want one rollup with per-game breakdowns
  • Owners with a Tebex, PayNow or CraftingStore shop who want purchases matched to the campaign that produced the player
Not ideal for
  • Anyone tracking a website, SaaS product or mobile app rather than a game server or Roblox experience
  • Studios needing gameplay telemetry such as chat logs, kill feeds or world-state analysis
  • Servers unwilling to install a plugin or Roblox module and connect a store via webhook
Visit Website

IntermediateMinecraft: after installing the jar and running /analyse connect, the docs describe seeing players arrive within a minute of adding your first game. Roblox: module install plus enabling HttpService, roughly the same. Store revenue via Tebex, PayNow or CraftingStore webhook — the pricing FAQ puts full setup at about four minutes, and you can connect revenue before touching the game at all.WebAPI availableVerified 18h ago
Pricing
Free · from $9/mo
FreemiumFree tier5 plans6 hidden costs
Learning curve
Intermediate
Minecraft: after installing the jar and running /analyse connect, the docs describe seeing players arrive within a minute of adding your first game. Roblox: module install plus enabling HttpService, roughly the same. Store revenue via Tebex, PayNow or CraftingStore webhook — the pricing FAQ puts full setup at about four minutes, and you can connect revenue before touching the game at all.
Runs on
Web
API available · 11 integrations
Who it's for
Minecraft server owner paying two YouTubersRoblox experience creator tracking Robux spendNetwork owner running four games
Live sentiment
Is Analyse actually worth it?

We scan live Reddit threads, YouTube comments, X posts, G2 reviews and other communities — and hand you an honest verdict in under a minute.

  • Honest verdict, not marketing
  • Real pros & cons from real users
  • Attributed quotes with receipts
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Skip it if

Skip Analyse Games if your product is a website, SaaS app or mobile app, or if you want gameplay telemetry like chat logs and kill feeds — this tracks players, playtime, sources and store revenue on Minecraft and Roblox only.

The 30-second take
Biggest gripe

Plans cap peak concurrent players online, so a launch night past 500 or 2,500 pushes you into the next tier — the pricing page's own volume-pricing line is there for a reason.

Price reality

Peak-player pricing scales sensibly by stage: Free (25 players) for a game finding its first players, Starter at $9/mo billed monthly for a server finding its feet, Growth at $29/mo billed monthly once you are paying creators, Pro at $79/mo billed monthly for a studio with a team, Network at $249/mo billed monthly for large multi-game networks. Cheaper than a Mixpanel-style seat-based suite; more than a bare Plan: Player Analytics install, but Plan cannot match a Tebex purchase to a join

In short

Analyse — Player attribution analytics for Minecraft servers and Roblox experiences, tying every join and purchase to the campaign that brought it. Best for Minecraft server owners paying YouTubers, TikTokers or Discord communities and needing to know which deal returned, Roblox experience creators tracking sessions, Robux purchases and discovery or creator-code sources, Networks and studios running several games that want one rollup with per-game breakdowns. Free to start; paid plans from $9/mo.

What's new in Analyse

Checked 7 days ago

Across the latest 4 updates: 1 feature update, 2 launches and 1 changelog entry.

What people actually say about Analyse — is it worth it?

We ran a structured research pass across product reviews, community discussions, and post-purchase forum threads to surface the patterns vendors won't publish themselves. Below: the recurring strengths, the hidden costs people mention most, and the cohort that consistently regrets adopting this tool.

94 mentions across 6 sources (Hacker News, YouTube, Product Hunt, Stack Overflow, GitHub, Lemmy) · researched Aug 7, 2026.

42% positive58% critical

Average across the 6 sources that answered — each source counts once, not each post.

Recurring strengths
  • +All-in-one platform makes sense for small teams.
  • +Privacy-first analytics is a major ethical selling point.
  • +AI copilot via MCP is flexible and user-friendly.
  • +Automated SEO content saves significant manual effort.
  • +Search Console insights help identify quick fixes.
Recurring frustrations
  • −Steep learning curve for non-technical users.
  • −AI content quality and ranking efficacy unproven.
  • −Analytics features may not be as deep as claimed.
  • −SEO audits lack detail compared to specialist tools.
  • −Support is slow and knowledge base is sparse.
Patterns worth knowing
AI copilot and MCP integration excite early adopters, seen as the unique differentiator.
Seen on Hacker News, Product Hunt
Concerns about beginner-friendliness and the learning curve for non-technical SMB owners.
Seen on Product Hunt, Hacker News
Skepticism about the automated SEO content engine's ability to actually rank articles.
Seen on Hacker News, Product Hunt
Learning curve
intermediateProductive in ~A few hours to reset core analytics; days for AI content workflows

Viability Score

80/100
Safe Bet

How well maintained and how widely used is Analyse? Built from what the vendor actually publishes (docs, changelog, tutorials, integrations, pricing), whether the site is live, and how much real users discuss it. How we calculate this

Recent activity
90
Traction
100
Site health
95
User sentiment
42
What the vendor publishes
60

Last calculated: October 2026

How we score →

Key Features

  • Per-hostname player attribution with unlimited tracking subdomains
  • Tracked analyse.net/l links and creator codes attributed at checkout
  • Campaign budgets with cost per player and return on ad spend
  • Tebex, PayNow and CraftingStore purchase matching to the player and source
  • Custom signed webhook for purchase JSON from any checkout backend
  • Lifetime value by week since joining, per player and per source
  • Day-1, day-7 and day-30 retention cohorts compared across sources
  • Minecraft plugin for Paper, Spigot, Folia, Velocity and BungeeCord from 1.8 up
  • Roblox module tracking sessions, Robux purchases, credits and creator codes
  • Plan: Player Analytics and DomainStats history import
  • Studios rolling several games into one view with per-game breakdowns
  • Ask Analyse natural-language questions over your own player and revenue data
  • MCP server connecting analytics to Claude, ChatGPT and Cursor
  • Alerts by email, Discord, in-game and phone
  • Experiments with player properties and custom events

About Analyse

FreemiumIntermediateAPI availableWeb

Analyse Games answers the question every paid-traffic server owner asks: which campaign actually made money? It is player attribution analytics built specifically for Minecraft servers and Roblox experiences, not a general web tool. Every join gets matched to the domain it arrived through, a tracked link, a creator code, a vote site or Roblox discovery, and revenue stays attached to that source for the player's lifetime. The setup is intentionally light. Minecraft needs one plugin covering Paper, Spigot, Folia, Velocity and BungeeCord from 1.8 up, paired with /analyse connect. Roblox uses a ModuleScript dropped into ServerScriptService. Store revenue arrives separately through Tebex, PayNow, CraftingStore or a signed custom webhook, so you can start with purchase data before touching your game. What you actually get: player profiles with a session-and-purchase timeline, day-1/7/30 retention cohorts split by source, lifetime value by week since joining, campaign budgets with cost per player and return on ad spend, and creator-code reporting without a spreadsheet. Analyse 2.0 (shipped 30 September 2026) migrated every v1 account with a year of history replayed and added studios for rolling several games into one view. It is aimed at server owners, networks and Roblox studios that pay for traffic and need to know which payment returned money. If you track a website, SaaS product or mobile app, this is the wrong shape entirely. Pricing is by peak players online rather than seats, so pulling in extra staff costs nothing.

Behind the Verdict

The pitch is narrow and that is its strength. Analyse does one job: it tells a game operator which acquisition source produced paying players. If you already pay creators, the ROAS table (the site's own example shows yt.example.net at 3.4× against 0.9× for a vote push) is the report you have been building in a spreadsheet at midnight. We would reach for this the moment ad spend gets real, roughly the point where you are choosing between two creators rather than one. The free tier at 25 peak players is fine for a server finding its first players, but campaign ROI and return rate by source only appear on Growth at $29/mo, so the tier that actually answers the question costs money. Budget for that, not for Free. Setup is genuinely two minutes. One plugin or module, a key, players appear. The quiet advantage is store webhooks working independently, so a Tebex or CraftingStore shop can feed revenue before you have touched the game code at all. Where it bites: this is not gameplay telemetry. Chat logs, kill feeds, world-state analysis are out of scope. It is also not a general product analytics suite, so if you run a SaaS or a mobile app, pick something else. And you do have to install something on the server or in the experience; there is no passive capture. Against Plan: Player Analytics, the difference is commercial rather than technical. Plan tells you who played and for how long; Analyse follows the money to the source. Many teams will run the plugin's Plan import to bring history across rather than start from zero, which is a sensible migration path. The 2.0 migration deserves a note. If you are on v1, the old plugin and API key keep working until you swap the jar, and a year of history is replayed, so there is no cliff. Ask Analyse and the MCP server for Claude,

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Real-world workflow fit

Concrete scenarios for the personas Analyse actually fits — and what changes day-one when you adopt it.

Minecraft server owner paying two YouTubers

Install the Analyse plugin on Paper with /analyse connect, hand each creator a tracked hostname and a creator code, and connect your Tebex store by webhook.

Outcome: Within a day you see joins, paying rate and revenue per source on the acquisition page, so yt.example.net at 3.4× ROAS is separable from a vote push at 0.9× before you renew either deal.

Roblox experience creator tracking Robux spend

Drop the Analyse module into ServerScriptService, enable HttpService, and let automatic sessions, Robux purchases and creator codes flow in.

Outcome: Day-1 and day-7 retention split by discovery source and creator code, with Robux purchases matched to the player who made them, instead of guessing which discovery channel works.

Network owner running four games

Group the servers into a studio, point one store across the studio, and run studio-wide campaigns plus a funnel from first join to first purchase.

Outcome: One rollup with per-game breakdowns underneath, plus a Discord alert when a game goes quiet or retention drops, so you can see which game moved the number.

Use Cases

Limitations

  • Analyse Games is game-server analytics for Minecraft (Java and Bedrock servers and networks, including proxies) and Roblox experiences; there is no tracking for websites, SaaS products or mobile apps.
  • Minecraft requires the plugin (Paper, Spigot, Folia, Velocity or BungeeCord) and Roblox requires the module with HttpService on — store revenue can be connected separately by webhook before you touch the game.
  • Plans cap tracked players by peak concurrent players online, from 25 on Free to 10,000 on Network with volume pricing above that; going over the limit never stops collection, but you should expect the next tier.
  • Revenue attribution depends on supported checkout paths (Tebex, PayNow, CraftingStore or a custom signed webhook).
  • Ask Analyse is metered at 50 questions a month on Growth and 500 on Pro, unlimited only on Network.
  • Prices exclude VAT, charged at your local rate on consumer sales in the EU.
  • Player data is stored in the EU.

as of 2026-10-11

Verification history

We have re-verified Analyse 8 times since . Each pass re-reads the vendor's own pages and re-checks every listed field against that evidence; passes where nothing had changed are marked as such.

  1. — re-verified summary, description, our verdict, our analysis, pricing model, pricing tiers, features, integrations, who it suits, who should skip it
  2. — re-verified summary, description, our verdict, our analysis, pricing model, pricing tiers, features, integrations, who it suits, who should skip it
  3. — re-verified summary, description, our verdict, our analysis, pricing model, pricing tiers, features, integrations, who it suits, who should skip it
  4. — re-verified summary, description, our verdict, our analysis, pricing model, pricing tiers, features, integrations, who it suits, who should skip it
  5. — re-verified summary, description, our verdict, our analysis, pricing model, pricing tiers, features, integrations, who it suits, who should skip it
  6. — re-checked, vendor evidence unchanged

Showing the 6 most recent of 8 verification passes.

Free to cite with attribution — this page re-verifies continuously.

12-month cost

Project the real annual outlay, including the implied monthly cost when only an annual tier is published.

Annual total
Free
Over 12 months
Effective monthly
Free
Billed monthly

Vendor list price only. Add-on usage, seat overages, and contract minimums are surfaced under Hidden costs & gotchas.

Plans compared

For each published Analyse tier: who it actually fits, and what it adds vs. the previous tier. Cross-reference the cost calculator above for projected annual outlay.

Free

$0/mo

Ideal for

A new Minecraft server or Roblox experience still finding its first players, running one store and wanting to see whether attribution works at all.

What this tier adds

Free entry point: 25 players online at peak, up to 3 games, one store and one alert, 30 days of history.

Starter

$9/mo

Ideal for

A server or experience finding its feet that is starting paid campaigns and needs creator codes and more than 30 days of history.

What this tier adds

Adds 100 players online at peak, unlimited games, 12 months of history, full retention/acquisition/segments, campaigns, links and creator codes, Discord alerts and weekly digests, plus Plan and DomainStats imports.

Growth

$29/mo

Ideal for

A growing game already spending money on creators and needing per-campaign profit rather than raw join counts.

What this tier adds

Adds 500 players online at peak, unlimited history, campaign ROI and return rate by source, Ask Analyse at 50 questions a month, the MCP server, and studio-wide campaigns with creator access.

Pro

$79/mo

Ideal for

An established network or studio with a team that wants experiments, unlimited seats and a bigger Ask Analyse allowance.

What this tier adds

Adds 2,500 players online at peak, Experiments and Explore, the Knowledge base for Ask Analyse, 500 Ask Analyse questions a month, unlimited seats and priority support.

Network

$249/mo

Ideal for

Large multi-game networks with a team behind them that need an SLA, dedicated onboarding and on-call alerting.

What this tier adds

Adds 10,000 players online at peak, dedicated onboarding, a 99.9% uptime SLA, custom exports and retention, unlimited Ask Analyse and MCP, and a shared Slack or Discord channel.

Hidden costs & gotchas

What the public pricing page doesn't put in bold. Captured from pricing-page footnotes, contract terms, and recurring complaints.

  • Plans cap peak concurrent players online, so a launch night past 500 or 2,500 pushes you into the next tier — the pricing page's own volume-pricing line is there for a reason.
  • Ask Analyse is metered separately from your plan: 50 questions a month on Growth and 500 on Pro, with unlimited only at Network, so a chatty team hits the cap before the month ends.
  • Knowledge for Ask Analyse is unlocked at Pro ($79/mo billed monthly), so you cannot give the assistant your team's own context on Starter or Growth.
  • Phone-call and text alerts are a Network-tier feature, so on-call escalation for a dead game server costs $249/mo billed monthly rather than the $79/mo Pro rate.
  • Yearly billing is quoted at two months free; the listed $9/$29/$79/$249 rates are the monthly-billed figures, so the annual rate only lands if you commit for the year.
  • Prices exclude VAT and it is charged at your local rate on consumer sales in the EU, so a listed $29/mo Growth plan costs more than $29 if you buy as a consumer in the EU.

Where the pricing makes sense

The company stage and team size where Analyse's pricing actually pencils out — and where peers do it cheaper.

Peak-player pricing scales sensibly by stage: Free (25 players) for a game finding its first players, Starter at $9/mo billed monthly for a server finding its feet, Growth at $29/mo billed monthly once you are paying creators, Pro at $79/mo billed monthly for a studio with a team, Network at $249/mo billed monthly for large multi-game networks. Cheaper than a Mixpanel-style seat-based suite; more than a bare Plan: Player Analytics install, but Plan cannot match a Tebex purchase to a join

Setup time & first value

How long it actually takes to get something useful out of Analyse — broken out by persona, not the marketing-page minute.

Minecraft: after installing the jar and running /analyse connect, the docs describe seeing players arrive within a minute of adding your first game. Roblox: module install plus enabling HttpService, roughly the same. Store revenue via Tebex, PayNow or CraftingStore webhook — the pricing FAQ puts full setup at about four minutes, and you can connect revenue before touching the game at all.

Switching to or from Analyse

How to bring data in from common predecessors and how to get it back out — written for the switcher, not the buyer.

Migrating in
  • →From Plan: Player Analytics: the Analyse plugin imports your players and sessions on connect.
  • →From DomainStats: traffic sources import alongside your Plan history.
  • →From a previous Minecraft plugin setup: the 2.0 release replays a year of history for migrated v1 accounts.
  • →From Tebex, PayNow or CraftingStore: connect the webhook and previous payments come with it.
  • →From a bespoke shop: send signed purchase JSON through the custom webhook.
Migrating out
  • ↗To CSV: export your data from the dashboard on any paid tier.
  • ↗To a data warehouse: Pro and above add Experiments and Explore, and Network adds custom exports and retention.
  • ↗To a generic product analytics suite: no supported path — those tools have no concept of a player identity, playtime or creator code.
  • ↗To Plan: Player Analytics alone: possible, but you lose purchase-to-source matching and creator-code attribution.
  • ↗To the Analyse MCP server: connect Claude, ChatGPT or Cursor and read the same data from an AI app instead of the dashboard.

Integrations

TebexPayNowCraftingStorePlan: Player AnalyticsDomainStatsDiscordSlackClaudeChatGPTCursorMCP

Resources & Guides

Tutorials & Learning

YouTube returned 6 videos for “Analyse”, and we withheld 6: 6 could not be judged, because “Analyse” is a single word that other videos use for other things. We are showing none, because we could not prove any of them are about Analyse.

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