Analytics & retention, built for s&box
Track custom gameplay events and player retention with a drop-in SDK and a dashboard you own. No bloat, no per-seat pricing.
Sample data — your dashboard shows this from your own game, in real time.
Everything you need
Custom events
Send any event with arbitrary JSON properties. No schema to define up front.
Player retention
D1/D7/D30 retention shows who comes back — not just who showed up.
Drop-in C# SDK
Zero-dependency s&box library. Init with a key, call Track — that's the whole API.
Retention
Sample dataSample data — your dashboard shows real retention for your own players.
Live in three steps
Drop in the SDK
Add the zero-dependency library to your s&box gamemode and paste your public write key.
Track events
Call InsightKit.Track(...) for the moments that matter — round wins, deaths, purchases, level-ups.
Watch retention
Open your dashboard to see D1/D7/D30 retention and a live feed of every event.
// Once, when your server boots:
InsightKit.Init( "pk_live_3f9a…",
"https://api.insightkit.dev/v1/events" );
// Track a custom moment — pass the player to power retention:
InsightKit.Track( "round_won", channel, new
{
map = "dm_arena",
score = 4200,
} );Write-only key. It can create events but never read your data, so it's safe to ship inside your gamemode source.
Questions
How does the SDK work?+
It runs in your game's server/host process, batches events, and POSTs them over HTTPS to the InsightKit API. It uses only s&box's built-in Sandbox.Http — no third-party dependencies.
Why not just use PostHog or a general analytics tool?+
General SDKs don't drop into s&box — gamemodes allow no third-party dependencies and ship as C# source (not compiled DLLs), so you can't just reference a NuGet package. Even copying source in won't work because s&box uses its own Http class, not HttpClient. InsightKit is built for exactly those constraints and focuses on the two things games actually care about — custom events and player retention — instead of a sprawling web-analytics suite.
Is it safe to ship the write key in my game?+
Yes. The key is a write-only pk_live_… token that can create events but never read your data, so it's fine that it's embedded in the gamemode source.
What does it cost?+
Free while we're in beta — unlimited events. Paid plans come later, once the product has proven itself. See pricing.
Can I export my data?+
Not yet, self-serve — there's no paid tier to opt out of yet, so there's nothing to build until there is. The commitment is already made, though: when paid plans launch, staying on the free tier gets you a real export option instead of a forced upgrade. We'd rather earn you as a customer because you like the tool, not because leaving is a hassle.
Ship it, then see who stays.
Create a project, mint a write key, and start tracking in minutes.
Get started free