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Open-source, self-hosted telemetry & analytics built for games — indie, idle/incremental, roguelikes, mobile, and simulation.
Instead of generic product analytics, GamePulse speaks your domain: player progression, retention, the game economy, upgrade balance, item usage, and session behavior. It’s designed to answer questions like “Is level 8 too hard?” and “Is my gold economy inflating?” out of the box.
⚠️ Status: early MVP / alpha. Architecture and data model are stable and core paths are tested, but APIs may change before1.0.
A TypeScript monorepo (npm workspaces):
| Package | Role |
|---|---|
apps/api |
Fastify API — auth, event ingestion, analytics queries, OpenAPI |
apps/worker |
BullMQ consumers — event persistence, rollups, nightly balance analyzer |
apps/dashboard |
Next.js dashboard — charts, heatmaps, insights (dark mode) |
packages/shared |
Prisma schema/client, Zod contracts, enums, env |
packages/sdk-js |
Browser + Node telemetry SDK (batching, offline queue, retry) |
- 🚀 Getting Started — run it in one command
- 🏗️ Architecture — how the pieces fit
- 📡 Event Tracking Guide — what to send and how it’s interpreted
- 📊 Analytics Explained — how each metric is computed
- 🔌 API Reference — every endpoint
- 📦 SDK Guide — the JavaScript SDK
- ⚙️ Configuration — environment variables
- 🐳 Deployment — Docker & production notes
- 🗄️ Database and Scaling — schema, indexes, 100M+ events
- 🧪 Development and Testing — contributing locally
- ❓ FAQ — troubleshooting
It’s not trying to win on generic event features. It ships game-specific analytics — cohort retention, progression drop-off, a flagship economy module (sources/sinks, p50/p90/p99 balances, inflation detection), idle-game adoption, and automated rule-based insights — with no per-event pricing because you host it yourself.
MIT.