Player Levels provides general basic metrics on how popular they are and what activities take place in them. The tabs allow you to track the connection between levels and business goals.

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Player Levels

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Level  Characters
at level 
% at level  Time at level
at level 
at level 
Average Individual
Lifetime Value
(LTV) ($) 
Value ($) 
Value ($) 
1 532 0.60% 12:56 45 2.5 $0.60 $0.15 $0.75
2 456 0.50% 14:45 67 2.6 $1.20 $1.80 $3.00
3 789 0.80% 16:07 99 2.7 $1.60 $2.40 $4.00
4 234 0.40% 17:34 132 2.8 $2.70 $0.68 $3.37
5 1243 3.90% 00:34 145 3.2 $3.90 $0.98 $4.87
6 1345 4.10% 12:56 132 6.7 $4.10 $1.03 $5.12
7 1567 4.30% 08:34 135 7 $4.30 $1.08 $5.37
8 1789 5.00% 19:24 167 7.2 $5.00 $7.50 $12.50
9 2578 6.00% 21:07 187 7.5 $6.00 $9.00 $15.00
10 3490 8.00% 21:23 210 8.2 $8.00 $12.00 $20.00
11 4560 9.50% 23:33 231 8.3 $9.50 $14.25 $23.75
12 5432 10.00% 21:45 210 9.3 $10.00 $2.50 $12.5.
13 5673 11.00% 19:45 169 10.3 $11.00 $2.75 $13.75
14 7634 12.00% 23:23 189 16.4 $12.00 $3.00 $15.00

Characters at Level Over Time

This chart offers a great visualization of how your users are distributed across levels over time. Click a row or rows above and those levels will populate the graph.

Welcome to System Metrics!

This module allows you to examine which features of your title successfully engage users and which need improvement. Use the navigation bar on the left to dig deeper into certain aspects of your application such as levels, NPCs, or missions. There is also a custom slot that lets you adjust your metrics to perfectly accommodate the needs of your individual title.


Track which instances lead to quitting, which levels lead to spending, what social events lead to long-term retention & more. Lorem ipsum dolor sit amet, consectetur adipiscing elit. Aliquam interdum sollicitudin ornare. Duis mattis gravida turpis, et suscipit diam. Sed semper, nisi sed tempor adipiscing, enim lorem dictum dui, quis porttitor massa justo a lorem.

The global tab will always give you the basics about how often the events in the category occur. These basics will then be repeated for easy reference in the rest of the tabs, and offset with a darker color. Monitor how these features of your title relate to quitting: how much and how fast? Monitor how these features of your title relate to the conversion from non-paying to paying: how much and how fast? Track the relationship of these events to spending. How much, how fast, and how distributed across the player base? Which features of your title are contagious? When these events occur, are your users more or less likely to spread the word, and how fast? What makes your users stay and play? Monitor these events and their relationship to time spent. Monitor the relationship between these events and the amount of ad behavior that takes place. Are your ads more or less successful in some situations than others?intended call to action in relation to features of your title. This is the total number of characters at a given level. This is the percentage of characters who have been at this level in the selected time period. Characters can appear in more than one level, and typically will more when looking at a larger time window. This is the average time characters have been at this level. This is the total number of messages sent by characters while on this level. This is the number of friends characters at this level have. This is cumulative--not just the friends added during the level, but the total up to and including it. For all players on this level: The value of an individual's future spending over their projected user lifespan from this point on. It represents the value of the game for this player, separate from social impacts, i.e. just the game. For all players on this level: The dollar value of an individual's influence on others'. This is extra spending generated by this person among their friends. Remove them and their friends will spend this much less. This is a social value, separate from the value of the game itself. See the "Social Networks" sections for more. For all players on this level: This is the combination of the last two values, and is the true total impact on the bottom line. For an average player on this level, remove them and this much less money will be spent overall. The main dashboard provides you with a high-level overview of activity to measure success and gauge your position period over period, so you know exactly how you're doing. Basic Metrics provides you with the baseline measurements for your title, including details on usage, retention, social activity, and revenue. Funnels allow you to set up a visual representation of any sequence of actions. The typical use is for conversions from acquisition to monetization, but it's a very flexible tool you can use to begin isolating problems and taking action. System Metrics allows you to analyze specific title components to determine what experiences, events, and mechanics are helping or hurting business outcomes like churn, spending, virality, etc., and where improvements can be made. It answers the question "what is and isn't working?" See the past, forecast the future. User Metrics allows you to take advantage of predictive analytics to track, analyze, and forecast user activities so you truly get to know your audience. Social Networks is Katana's super power. Learn not just LTVs, but which users impact other users' bottom line. This influence score changes everything from acquisition to monetization to retention, and the built-in tools let you take action. Enter an Account ID, or a range of IDs, e.g. 1001-1015.