Free mobile game analytics
No SDK.
No code.
Player behavior.
Upload a browser-playable HTML build and PixelPicked starts measuring sessions, retention, interactions, replays, performance, and browser errors. Game-specific funnels use events your build exposes.
Most analytics tools ask you to integrate an SDK and configure dashboards before a player arrives. PixelPicked starts collecting observable browser-session signals when you upload a hosted HTML build. Session length, return behavior, touch patterns, performance, errors, and qualifying replays work without changing game code. Game-specific events such as level progress or purchases require the game to expose those events.
Zero-setup analytics pipeline
Upload a build.
Get analytics.
That's it.
Core browser-session analytics need no SDK. Custom progression and monetization events need supported instrumentation.
- 01
Core analytics activate on build upload
Upload a supported HTML build and PixelPicked can begin capturing observable session, performance, error, and interaction signals. You do not need an SDK for this core layer.
Zero-setup - 02
Session data captured across every tester
PixelPicked automatically tracks total session time, active foreground time, session count, average session length, and longest session per tester. Understand not just whether players are returning — but how deeply they are engaging each time.
Session analytics - 03
Retention rates at Day 1, Day 3, and Day 7
Retention is one of the most useful signals in mobile games and one of the hardest to measure without infrastructure. PixelPicked captures return rates for hosted builds so you can see whether players come back and where interest fades.
Retention - 04
Built for HTML builds — no native SDK needed
PixelPicked analytics work with browser-playable HTML game builds. Export your game to HTML and upload directly. The analytics layer sits outside your game entirely, which means your codebase stays clean and the pipeline works regardless of which engine or framework you built with.
HTML builds
From numbers to complete session context
Funnels. Heatmaps.
Session replays.
Performance.
The full picture of how real players actually experience your game.
- 05
Click heatmaps and UI interaction tracking
See exactly which UI elements your testers are interacting with, ranked by interaction count. Identify buttons players are tapping that do nothing, UI they are ignoring entirely, and moments where confusion is happening before it shows up as a one-star review.
Click heatmaps - 06
Funnels built from supported game events
Build funnels from the milestones your game exposes, such as onboarding steps or level progress. Browser signals work automatically; game-specific progression and purchase events require explicit support from the build.
Custom funnels - 07
FPS and performance monitoring
Performance issues kill retention silently — players quit without telling you the game was unplayable on their device. PixelPicked automatically captures average FPS, minimum FPS, and p10 worst-case frame rate per tester session, alongside device context including OS, browser, device type, and screen resolution.
Performance - 08
Browser errors and build comparison
PixelPicked records supported browser errors and performance context around a session. When you test different builds, compare their session and performance data while treating game-specific events as available only where the build supplies them.
Errors & builds
Inside an analytics review
Start with the signal.
Follow the evidence.
A practical review moves from the overall result to the affected devices, sessions, and interactions.
- 09
Check reach and engagement
Begin with plays, unique players, average active session time, total playtime, and bounce rate. These numbers separate exposure from sessions where players actually engaged.
Overview - 10
Compare return behavior
Review available return-player and retention windows for the hosted demo. Treat them as directional evidence for this build, not as installed-game retention.
Retention - 11
Separate design from performance
Compare drop-off with frame rate, errors, browser, device, screen, and orientation context before concluding that the gameplay itself caused the exit.
Diagnostics - 12
Open the sessions behind it
Use funnels and heatmaps to locate the pattern, then inspect qualifying replays and feedback to understand the sequence around it.
Investigation
Go deeper
Put this feature to work
Common questions
Everything you
need to know.
Is PixelPicked mobile game analytics free?
PixelPicked analytics are currently included at no cost during early access for supported HTML game builds hosted on PixelPicked. Long-term pricing has not been finalized.
Do I need to integrate an SDK to use PixelPicked analytics?
No SDK is required for PixelPicked's core hosted-build analytics, including session, interaction, performance, browser-error, and qualifying replay signals. Game-specific progression, economy, or purchase events require the build to expose supported events.
What kind of build do I need to upload?
PixelPicked analytics work with browser-playable HTML game builds. Most major game engines — including Unity, Godot, and Construct — support HTML export. Upload the exported HTML build directly to your PixelPicked game page.
What data does PixelPicked capture automatically?
For supported hosted builds, PixelPicked captures session duration, active time, return behavior, average and minimum FPS, browser errors, touch or click heatmaps, qualifying session replays, and device context such as browser, device type, orientation, and screen size. Level, economy, and purchase data are available only when the game exposes supported events.
Can I use PixelPicked analytics with any game engine?
Yes, as long as your engine supports HTML export. The analytics layer operates outside your game entirely, so it works regardless of which engine or framework you used to build it.
How does A/B testing work with analytics?
Use separate build versions to compare the session, retention, performance, error, heatmap, and replay evidence available for each build. Custom funnel comparisons depend on the same supported game events being present in both versions.
How is this different from Firebase or other analytics tools?
PixelPicked is designed to give hosted browser builds a useful baseline without an SDK: sessions, return behavior, performance, errors, interaction patterns, and qualifying replays. Native analytics platforms remain better suited to production telemetry and detailed game-specific events inside installed apps.
How do analytics fit into the rest of PixelPicked?
Analytics connect directly to playable testing, player feedback, devlogs, community, and future builds. Developers can use the same insight before release, during launch preparation, and when testing updates after launch.
The best launches are built on data, not guesses. Every session your testers play tells you something. PixelPicked makes sure you hear all of it.
Upload. Analyze. Launch.
Keep exploring
Session Replay
Watch hosted gameplay sessions with optional touch and pointer overlays, without adding another SDK.
Game Heatmaps
See where players interact, what they ignore, and which moments deserve a closer look.
Mobile Game Demo Hosting
Host a browser-playable HTML build and connect it to player testing, analytics, and store links.
Playable Testing
Put HTML demos in front of real players for free and compare feedback with behavioral analytics.
For Developers
Reach more players, share progress, test playable builds, understand behavior, and grow a mobile game.
Other Features
Every tool PixelPicked provides for indie mobile developers, in one place.
Pricing
Current early-access availability and what to expect as PixelPicked's long-term pricing evolves.