After months of work, RTrack is finally ready for it’s V2 Alpha release. There’s so much more to come than is shown in this post; this is an early access release. Not everything works smoothly, and that’s to be expected, the best place to report bugs is on the RTrack discord, which can be found in the footer of every page.
RTrack collects, analyses, visualises and interprets data about Roblox games and the platform. Every minute, 24 hours a day, 365 days a year, thousands of games are scanned by RTrack. Data is collected on player counts, visits, ratings, gamepass sales & prices, game sales, and changes in titles and descriptions.
Games aren’t the only thing that’s tracked. RTrack analyses the advertisement and sponsorship markets, collecting data on every advertisement and viewing more than 1M sponsored placements daily. Access to this data allows us to calculate the share of the market your advertisements and sponsorships hold, and to show you a list of past marketing from every game on Roblox. Soon, we’ll use this data to give you intelligent reccomendations on when the best time to run your ad is, and which ad type to use.
Probably not. One of the main missions of the new RTrack was to remove the problem with existing services where only a few games are tracked, and you have to manually add your own. Server costs were put aside a concern, and I focused on ensuring that every developer, no matter the size, could benefit from RTrack. Here’s some stats to provide it:
What all this tracking means, is that if your game has one player for more than 5 minutes, RTrack will most likely detect and store that data. Coming soon is the ability for paid members to add their own games to RTrack’s advanced tracking. That’s all well and good, but how much does RTrack really track? Here’s some stats:
It’s free to make an RTrack account, and there will always be a free tier. Sign in is done through Google to keep logins secure, but you don’t even need to sign in to view game dashboards.
New Feature Log: