See what players see. Find what holds them back. Grow without guessing.
Analytics that feel like a game: simple, visual, and useful. Built for small teams who want results, not dashboards.
Watch full playthroughs, scrub the timeline, and jump straight to moments that matter.
Players don’t need to send files. LoopKit captures snapshots, events, and context automatically.
Drop in the Unity SDK and ship. Get gameplay snapshots and events with minimal setup.
System and user events line up with the replay so you can see what happened before and after an issue.
LoopKit is free while in beta. Paid tiers will be available later for higher volumes, advanced features, and larger teams. Perfect for indie developers who want to start without extra cost.
Yes—depending on your region and the type of data, consent is required (e.g., GDPR/CCPA). LoopKit supports in-game, opt-in consent with granular controls so players can choose exactly what to share:
You can localize consent prompts, require opt-in by region, allow players to pause/stop capture, and honor export/delete requests. Include LoopKit in your privacy policy for full transparency.
It shouldn't. LoopKit is lightweight and optimized for Unity. It records snapshots and events efficiently. The SDK allows you to control the frequency of snapshots and events so you can optimize for performance.
Traditional analytics show charts and numbers. LoopKit shows full session replays with events and system data side-by-side, so you can see exactly what players experienced. It’s built for game debugging and playtesting, not just KPIs.
Yes. LoopKit is ideal for early playtests. Instead of waiting for surveys or Discord feedback, you can watch how testers actually play your game and spot where they get stuck or run into bugs.
LoopKit supports Unity today through our SDK. Support for other engines like Unreal and Godot is on the roadmap.
That’s exactly the problem LoopKit solves. Even if players never say a word, you’ll see their sessions and understand where they got stuck, hit bugs, or kept playing longer.