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Devoidnity edited this page Jun 4, 2026 · 1 revision

GamePulse

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 before 1.0.

What’s inside

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)

Quick links

Why GamePulse instead of PostHog/Amplitude/GameAnalytics?

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.

License

MIT.

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