HTML5 game publishing
Read Your PlayKovo Developer Analytics: Plays, Players and Impressions
What the Analytics page shows, its time ranges, why the revenue figure is zero today and a routine for turning plays and players into decisions.
Once your game is live, the Analytics page in the developer portal is where you see how people use it. This post explains what the page shows, how to choose a time range, what the revenue figure means right now and how to use plays and players to improve your game honestly.
What the page covers
The page is titled "Plays, players and ad performance". According to its own text, plays, players and impressions update in real time. It shows charts over time, and you can filter by game and by time range. The ranges offered are 7 days, 30 days, 90 days, 6 months and 1 year, with 30 days as the default. Only published games appear in the game filter; a game still in review has nothing to show.
Clicking into a game opens a per-game page with its own funnel and a shorter range picker (today, yesterday, 7, 30 and 90 days). If you pick 6 months or 1 year on the main page, the per-game page falls back to its widest option, 90 days.
The revenue figure is zero on purpose
The page states plainly: revenue share is not active yet, so estimated revenue stays at 0. The code behind the page treats this as a rule: ad impressions must never show as earnings. If you see a zero in a revenue chart, it does not mean your game is failing. It means the programme does not pay yet. For the full position, read what is live and what isn't, and see how the billing page handles it in why earnings show zero.
Plays and players: what to read from them
| Number | What it tells you | What it does not tell you |
|---|---|---|
| Plays | How often the game was started | Whether the sessions were good |
| Players | How many people (or browsers) came | Exactly how many humans; treat it as a count of visitors, not identified people |
| Plays per player | Whether people return | Why they return |
Divide plays by players and you get a rough measure of stickiness. A figure close to 1 means most people try the game once. A higher figure means some come back. Watch the trend over several weeks rather than a single day.
A routine that gives you useful answers
- Look at 30 days first. Daily numbers jump around; a month is calmer.
- Compare to the previous period. Did something change after you updated the game?
- Filter by game. If you have several games, a total can hide a rising game and a falling one.
- Open the per-game funnel for the game that interests you most.
- Write down what you changed and when. Without notes you will not remember which update helped.
Reading a spike or a drop
- A spike often comes from being featured, from a link on another site or from a social post. Check if it lasts. A one-day peak that returns to the old level means a visit, not a habit.
- A slow decline after launch is common for any game. Judge it against your own earlier weeks.
- A sudden drop after an update suggests something broke. Test the game on a phone and a desktop, and check the console. Our post on reporting SDK problems shows what to collect.
If the numbers cannot load
The page has a message for this: if the figures could not be loaded from the database, they are not a real "zero plays" result, and you should contact the site admin. Do not read an empty chart as failure before you know that the data loaded. Also remember that a game with no plays yet may simply be new.
Using the data without chasing it
Plays are an outcome of many things: your thumbnail, title, first minute and the traffic the platform sends. Improve what you control. A clearer thumbnail, a faster first level and better onboarding are more useful than watching the line. See the thumbnail and cover specs for the first impression, and gameplayStart and gameplayStop for clean session boundaries.
You will find the page at Analytics in the developer portal, once you have signed in.


