Analytics: View retention by acquisition source and select your benchmark set

Understand your retention by source and how your performance compares to peers.


[Update] October 16, 2025


View Retention by Acquisition Source

You can now view D1, D7, and D30 retention broken down by acquisition source on both your Experience Overview and Retention pages. To see this data on your Retention page, select Source in your Breakdown filter.

Example: Suppose you recently acquired many new users from the Other source (e.g., external links). Using the D1 retention by acquisition source chart below, you can now see that users who joined your game from Other have much lower D1 retention than users who joined from Home Recommendations. This change in traffic mix likely contributed to the decline in your overall D1 retention.

In addition to traffic mix changes, overall retention could also change due to factors like: User reactions to your game updates, seasonality (e.g. holiday vs. school time), and how other games are doing on Roblox.

Reminder:

  • How much organic distribution your game gets depends on the engagement of players who discover it organically (players who come through Home Recommendations).

  • For Home recommendations, we recommend looking at your Home recommendation signals analytics to better understand what’s happening. Ads or other traffic sources should not affect your home recommendation distribution (we go deeper on this in our FAQs below as this is a common question we hear.)

Select Between Similar Experience and Genre Benchmarks

Benchmarks help you compare your performance against different peer groups, and you can now choose to compare between “similar experience” (other games that your users like to play) and “genre” benchmarks on Experience Overview.

We’ve also updated the benchmark scorecard with more neutral colors and soon we plan to update it to show 7-day averages instead of single-day data to smooth out daily metric fluctuations.

Reminder: Currently, both similar experience and genre benchmarks are for comparison only and don’t impact your home recommendation distribution.

Please see the FAQ below for more details. We’re also happy to answer any questions in the comments. Thank you!

Additional resources

  • Got questions and want to learn from the experts? Join our product leaders across Creator, Discovery, and Ads for a webinar on October 21 where the team will share more about these updates, answer common FAQs, and take your questions directly!

  • Our “Science of Game Discovery” session from RDC is now live on YouTube. Check it out, including case studies from 99 Nights in the Forest and Ninja Challenge.

  • For more information, please read our discovery documentation.


FAQs

I had an experience where I ran ads and my organic impressions declined sometime after. What’s happening?

Click here to view the answer

Running ads should not harm your organic distribution. A decline in organic impressions is an indication that the engagement of players who discover your experience organically is decreasing over time. Running ads can accelerate your game getting considered for organic distribution, but how much organic distribution it gets depends on the behavior signals of players who find it organically (via Home recommendations).

To understand this, it’s helpful to know how our Home Recommendations system works:

  • Retrieval: We first retrieve experiences that each user might enjoy from among millions of experiences. You can accelerate your consideration for organic distribution using any source (including ads).
  • Ranking: We then rank experiences. How far your game goes, how much organic distribution it gets, depends on the engagement of players who discover it organically (players who come through Home Recommendations).
    • Roblox ranks the selected experiences based on 6 key signals of users acquired from Recommended for You. The Home Recommendations dashboard helps you monitor these signals. If your organic distribution is declining, it’s an indication that users acquired organically are enjoying the game less over time. Ads are not meant to fix this trend. Boost organic discovery by focusing on what matters most — engaging gameplay, fresh content, keeping players coming back, evidenced by these signals, and clear, accurate metadata.

Ads can attract new and relevant users to your experience, consistently driving incremental traffic and engagement lift above Home Recommendations. It helps you with the cold start problem of finding your initial users, as well as helping you reach and retain incremental users in an always on capacity.

My game’s impressions from Home recommendations went up, but my key metrics, such as QPTR, playtime, and Robux spend, are fluctuating. What’s happening?

Click here to view the answer

This is totally natural! When distribution increases you will settle into a new baseline. As a result of Home Recommendations surfacing your experience to a wider set of players, some might like your experience a lot, but not all will be super-fans from day one.

  • Expect an increase in impressions and plays in the Home recommendation tab of Creator Analytics dashboard.
  • As the algorithm explores which players may be best suited for your experience, you may see some fluctuations in QPTR, 7 day playtime, 7 day play days, 7 day Robux spend, 7 day Robux spend days and 7 day intentional co-play days before setting in at a new baseline.
  • This is all a result of engagement from users who discover you in the Recommended For You sort only.
86 Likes

This topic was automatically opened after 10 minutes.

Yes.. New update in this sera! Thanks :slight_smile:

4 Likes

Thank you again roblox for this update! Been waiting for an upgrade over the already great analytics page.

5 Likes

Not going to lie, I miss the colors in the overview, it was good at a glance.

RIP Colors, you will be missed :melting_face:

16 Likes

yes staff please change back to the original color coded.
the red lower end is actually an alarm but is now even harder to see.
the new gradient is counter productive

15 Likes

Please bring back Red, Green & blue! We don’t need this gradient.

14 Likes

You should make a feature where you can select up to 3 games of your choosing and see their benchmarks (just the Average playtime, D1 retention, D7 Retention, Payer conversion rate, ARPPU, and QPTR) this will allow developers to compare benchmarks to see if their competitors are getting stuff right and if so research how they improve their benchmarks to help add improvements to your own game

and also PLEASE ADD THE COLORS BACK I DON’T LIKE THIS NEW GRADIENT!! :sob:

4 Likes

Bring back the Previous Color Coded Preview Please!

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we need the preview colors back…

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guys, my new game, it still doesnt have anyone playing, is that the reason for the overview page not showing the benchmarks?

1 Like

My game City Upgrader is above the 90th percentile for all the 4 recommendation signals except for the Robux ones. That’s primarily cause revenue for my game depends on player count somewhat. Despite having these high recommendation signals consistently for over a week at this point, my game has still not been boosted by the algorithm like before.

Over that week my recommendation count per day has only increased by like a few thousand, I’ve created worse games before and have saw them skyrocket with worse stats, so I’m confused on why the algorithm is not boosting my game as much as before.

I would like to know what is causing this to happen, or if I’m mistaken somewhere?

5 Likes

Im almost green everywhere (with top notch robux metrics) but stucked at 100 ccu. There is something wrong since the change to “Similar players”.

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The new benchmark selection feature is a great addition, but please bring back the colors. They made it so much easier to instantly spot which benchmarks you were underperforming in.

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I feel like the red/yellow/green was a more intuitive, better to read way of displaying analytics. It incentivized us to improve our metrics too given the basic human psychology attaches colors to emotions - right now this blue kinda takes that away, and makes it more confusing to read.

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Ok appreciate the passionate debate on colors, we’ll change it to red/yellow/green for benchmarks today.

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Isn’t there supposed to be a toggle here?

4 Likes

It only turns on/enables when you have enough data for the algorithm to compare you to similar experiences, which is after sometime of releasing the game

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I don’t know why these color updates keep coming, but the blue was already bad — and this new red-green lerp is still bad. Honestly, I see this as the developers trying to avoid facing reality and protect their morale instead of addressing the real issue.

In the new color system, if your benchmark is just slightly below average, it shows a yellowish color — which I think shouldn’t happen. If you’re below the 50th percentile, that means you’re performing below average, and it should clearly be red, like it used to be. Developers need to face that truth and fix their games accordingly.

Also, the gray color that appears when there’s a drop makes no sense. It prevents us from understanding what’s getting worse over time. That should definitely be red instead.

11 Likes

My game exists for over 5 years bro