Implementation reference
Analytics architecture
The integration is designed to preserve game-server resources, prevent duplicate data and keep every recommendation explainable.
Resource model
One server request carries up to 500 measurements. There are no per-player HTTP heartbeat requests. Failures use exponential backoff, and client performance is sampled instead of continuously streamed.
Security and correctness
- The ingest key stays in ServerScriptService and is scoped to one universe.
- Purchases are recorded from the game's successful receipt path; the SDK never replaces
ProcessReceipt. - Batch IDs make retries safe, and the server validates size, timestamps and property types.
- The operations agent may recommend an action but never deploys, bans, refunds or changes prices.
Metrics
Audience, sessions, playtime, stickiness, exact-day retention, revenue, payers, conversion, ARPPU, product mix, acquisition, geography, performance, crashes, experience statistics, custom game events and release markers share one versioned model.
Benchmarks
Every metric has an immediate previous-period comparison. Private Roblox Creator Analytics scorecards are not exposed by a general public API, so PrestigeX will only add Roblox-wide or competitor comparisons when the source is explicit: an owner-supplied CSV or a configured public-game cohort.
Scaling path
SQLite WAL is appropriate while volume is low. The next step is hourly/daily rollups and bounded raw retention; PostgreSQL/Timescale becomes worthwhile only after measured throughput or multi-instance needs justify it. The API contract keeps that migration invisible to games.