Owlsignal
Privacy-first analytics built for games. Drop in the SDK, ship events, and finally see what players actually do. No PII, no per-event billing.
- Built around a game loop, not a marketing funnel: run-based retention, named funnels, and an errors page that fit how games are actually played.
- Anonymous by design: hashed device IDs and the events you choose to send. No names, no emails, no IPs, and players can opt out client-side.
- EU-hosted and GDPR-clean: servers in Frankfurt, billing through an EU provider, a DPA on request. No US data plane, no SCC gymnastics.
- Predictable flat monthly pricing, not per-event metering, so you always know your bill.
- Drop-in SDKs: Unity first (free), Godot and Unreal next, all against one backend so dashboards, funnels, and retention work identically across engines.
- A free tier you can actually use: 100k events/month, 1 app, 7-day retention, no credit card.
Analytics that speak game, not marketing funnel
Most analytics tools were built to track sign-up funnels and checkout flows, then bent sideways to fit games. Owlsignal starts from the game loop instead. You get the useful core (funnels, retention cohorts, and an errors page) plus app-specific sections that match how your game is actually played: run duration, retry loops, where players quit, what ends a run and how.
It’s the useful 20% of Mixpanel or GameAnalytics, shaped around your game and nothing else.
Drop in the SDK, ship events, see what happens
Sign up, register your game, grab an API key, and start sending events. The SDK buffers, batches, and retries; you choose which events to send and what they mean. Unity ships first and is free. Godot and Unreal SDKs come next against the same backend, so the dashboards, funnels, and retention views work identically no matter which engine you’re on.
Privacy that’s the default, not an upsell
- Anonymous by design. Hashed device IDs and the events you pick. No names, no emails, no IP addresses. Players can opt out client-side.
- EU-hosted, GDPR-clean. Servers in Frankfurt, billing through an EU provider, a DPA on request. No US data plane, no Standard-Contractual-Clause gymnastics.
- You own the relationship. You’re the data controller; Owlsignal is the processor, with sub-processors disclosed.
Pricing you can actually predict
Flat monthly tiers, not per-event metering, so your bill never spikes because a build went viral. The free tier is genuinely usable: 100k events/month, one app, 7-day retention, no credit card. Enough to wire it into a hobby project and decide for yourself.
Built by a studio that ships games
Owlsignal comes from Zisomedia, the studio behind Phoenix Flight. Phoenix Flight is Owlsignal’s first live tenant: the studio runs its own game on the production system, not a separate dev backend, so every feature is pressure-tested against real game telemetry before it reaches you.
In closed beta. We’re looking for a few indie devs to break things with us. Beta testers get the Pro tier free, a direct line to the developer, and a say in the v1.0 feature set, plus the Godot/Unreal SDK shape if that’s your engine.
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About Owlsignal
What is Owlsignal?
Owlsignal is a privacy-first analytics SaaS for game developers. You drop the SDK into your game, ship events, and get funnels, retention cohorts, and an errors page in a dashboard: it's "the useful 20% of Mixpanel or GameAnalytics, shaped around a game loop instead of a marketing funnel." It's EU-hosted, anonymous by design, and priced as flat monthly tiers.
Which game engines does Owlsignal support?
The Unity SDK ships first and is free. Godot and Unreal Engine SDKs come next against the same backend, so dashboards, funnels, and retention behave identically across engines. Web and mobile SDKs are planned later. Consoles are out of scope. The target is PC and mobile games.
How is Owlsignal privacy-first and GDPR-friendly?
Owlsignal is anonymous by design: it stores hashed device IDs and the events you choose to send, with no names, no emails, and no IP addresses. Players can opt out client-side. Servers are hosted in Frankfurt (EU) and billing runs through an EU payment provider, so there's no US data plane to paper over with Standard Contractual Clauses. You are the data controller; Owlsignal is the processor, and a DPA is available with sub-processors disclosed.
How much does Owlsignal cost?
Owlsignal uses predictable flat monthly tiers rather than per-event metering, so your bill never surprises you. The free tier includes 100k events per month, one app, and 7-day retention with no credit card required, which is enough to actually use it on a small project. A paid Pro tier raises the limits.
How is Owlsignal different from GameAnalytics, Mixpanel, or PostHog?
Three ways. It's game-shaped (run-based retention, retry loops, and app-specific dashboard sections instead of a generic "track everything" firehose), it's privacy-first and EU-hosted by default rather than as an add-on, and it's priced as flat tiers instead of per-event metering. It deliberately covers the useful core (funnels, retention, errors), not a full BI or free-form query tool.
How do I get started?
Owlsignal is in closed beta. Sign up at owlsignal.dev, register your game, grab an API key, and ship events from the Unity SDK. The full loop (sign up → register app → API key → events → dashboard → plan) works end to end. Beta testers get the Pro tier free, a direct line to the developer, and influence over the v1.0 feature set and the Godot/Unreal SDK shape.
Who makes Owlsignal?
Owlsignal is built by Zisomedia, the independent studio behind Phoenix Flight. Phoenix Flight is Owlsignal's first live tenant: the studio runs its own game on the production system rather than a separate dev backend, so the product is shaped by real game telemetry from day one.