# Grow Your Game With an Analytics Dashboard

> A game analytics dashboard for indie games, built in. Summer Studio Grow tracks page views, launches, sessions and play time with zero code.

- URL: https://www.summerengine.com/blog/grow-your-game-in-summer-studio
- Published: 2026-10-09T00:00:00.000Z
- Author: Summer Team
- Tags: Analytics, How To, AI Game Dev, Summer Engine, Publishing

You published your game. Now you want to know if anyone plays it, and what to fix first. Most indie developers end up wiring an analytics tool by hand, or they guess.

Summer Engine is the game engine built for AI. Any AI agent can build a full game in it, and you publish it through Summer Games. Once it is live, Summer Studio has a place to watch it grow. It is called Grow, and it works from the first day with zero code.

This guide shows what Grow measures, how to read it, and how to ask your agent what the numbers mean.

## What is Grow in Summer Studio?

Grow is the part of Summer Studio that shows how your published game is doing. Think of it as a game analytics dashboard that comes with your store page.

It has three parts that are live today:

- **Grow Analytics.** Four tiles with a daily line each: store page views, launches, play sessions and play time. Pick 7, 28 or 90 days.
- **Grow Community.** Wishlists and follows for each of your games.
- **Alerts.** Rules that fire when your numbers drop, checked against your real last 28 days.

Your AI agent can read the same numbers through the Summer Engine MCP. It does not change anything. It reads, explains and suggests one next step.

## Why does a built-in analytics dashboard matter for indie games?

A small team does not have time to build a data pipeline before launch. And without numbers, every decision after launch is a guess.

Grow removes that setup. Summer counts the four core numbers for every game on Summer Games, with no code and no setting. They do not use your analytics storage, and their history does not expire.

These four numbers answer the questions that matter in the first weeks:

- Do people find my store page?
- Do the people who see the page start the game?
- Do they stay and play, or quit fast?
- Is it getting better or worse over time?

That is the funnel from store page to launch to session. If you know where people drop off, you know what to fix. A weak page needs better art and text. A weak launch rate points at the first impression. Short sessions point at the first minutes of play.

## How do you set up Grow for your game?

You do not set up the built-in numbers. They start when your game goes live. The steps below cover the whole path, from your project to your first read.

1. **Add a few custom events before you export (optional).** The four built-in numbers need no code. If you also want to see moments only your game knows, such as a level completed, ask your agent before you export:

   ```
   Add analytics before I publish.
   ```

   Not sure what to track? Ask for a plan first. Your agent reads your project and proposes a small set of events, with no code:

   ```
   Plan analytics for my game.
   ```

   Events are only in builds that include them, so do this before you export. Our guide to [game analytics and custom events](/blog/game-analytics-and-events) goes deeper.

2. **Publish your game on Summer Games.** You export the game, add its art, write its store page, upload the build and submit. You approve it, Summer reviews it, and it goes live on summer.games. The [publishing guide in the docs](https://docs.summerengine.com/publishing/summer-games) covers each step. For the store art, see [store art from your agent](/blog/introducing-store-art-from-your-agent).

3. **Open Grow in Summer Studio.** Go to Studio, then Grow, then Analytics. Pick your game and a range of 7, 28 or 90 days.

4. **Read the four tiles.** Each tile shows a total and a daily line. Look at the shape of the line, not only the total.

5. **Check Grow Community.** See how many players wishlist and follow each of your games.

6. **Set an alert.** Add a rule for a drop in sessions or page views, or for few launches per page view.

7. **Ask your agent.** Connect your agent to the Summer Engine MCP and ask:

   ```
   How is my game doing?
   ```

That is all. Steps 3 to 7 take a few minutes, and you can repeat them every day.

## What do the four numbers in Grow Analytics mean?

Each number has a clear rule for when Summer counts it.

### Store page views

Counted when someone opens your game's page on summer.games. This is the top of your funnel. If it is low, more people need to find the page.

### Launches

Counted when the game starts in the Summer Games desktop app or in the browser. Compare launches with page views. If many people see the page but few launch, the page is not convincing them yet.

### Play sessions

Counted when a play session ends: the game quits, or the player leaves the browser game. Sessions tell you how often people actually play.

### Play time

The length of each finished session, added up. Studio also shows the average play session. Short sessions often mean players get stuck or bored early.

All days are in UTC. If you added custom events, Grow Analytics also lists the custom events your game sent, with counts. The docs page [Analytics in Grow](https://docs.summerengine.com/publishing/analytics) has the full detail.

## What happens when there is no data yet?

A new game has no history. Some views also need data your game does not have yet.

In that case, each Grow page shows clearly labelled "Example data", with one line on how to unlock your real view. You never mix up a sample with your own numbers.

If a read fails, Grow does not show zeros. A zero that is really an error is worse than no number, because it makes you fix the wrong thing.

## How do Grow Community and Alerts help you grow?

### Wishlists and follows

Grow Community shows wishlists and follows per game. These are players who said "I want to see more of this". A rise after an update or a new trailer tells you it worked.

### Alerts on drops

You do not want to open a dashboard every hour. Alerts in Grow let you set a rule that fires when:

- play sessions drop;
- store page views drop;
- few launches come from each page view.

Each rule is checked against your real last 28 days, so it compares your game with itself, not with a fixed number.

## How does your AI agent read your Grow numbers?

The same numbers are available to any agent that can use MCP tools, such as Claude Code or Codex. You do not have to read charts to know what to do next.

Ask your agent "How is my game doing?" It reads your Grow numbers, compares them with the days before, and follows players from store page to launch to session. It flags drops of 20% or more and gives you one next step.

It is owner only and read only. The agent sees only games you own, and it does not change anything.

### Which MCP tools does the agent use?

Two Grow tools, both read only:

- `summer_grow_overview` reads store page views, launches, play sessions and play time per game and in total, across all your games.
- `summer_grow_analytics` reads one game: the totals, the average session, every day of the window, and the top custom events your game sent.

Both take a range of 7, 28 or 90 days. The default is 7. A call for one game looks like this:

```json
{
  "name": "summer_grow_analytics",
  "arguments": {
    "gameId": "<gameId>",
    "days": 28
  }
}
```

The tools need your Summer account. If you use the npm package of the Summer Engine MCP, sign in first:

```bash
summer login --store
```

The [Grow tools reference](https://docs.summerengine.com/mcp/tools/grow) lists every input and output. For more ready prompts, see our [Summer Engine MCP prompt templates](/blog/summer-engine-mcp-prompt-templates).

### What does a good answer look like?

You ask in plain words, and the agent answers from your real numbers. It tells you what changed against the days before, where players drop off between store page, launch and session, and one thing to try next. If a view only has example data, it says so instead of guessing.

## What are the limits of Grow today?

Grow is live, and it is honest about what it does not count yet.

- **Per-player numbers are not in Grow yet.** Grow counts page views, launches, sessions and play time. It does not show how many separate players came back after a day or a week.
- **Phone launches are not counted yet.** Launches and play time from the phone apps come later. Today they come from the desktop app and the browser.
- **Custom events do not work in the browser yet.** Your own events work in the Summer Games desktop app and on a multiplayer server. In the summer.games web player and in Local Play, capture reports unavailable and nothing is stored.
- **Alerts show in Grow.** They do not send email or push messages.
- **Agent access is read only.** Your agent explains your numbers. It does not change your store page or your game from Grow.

More Grow views are coming.

## What should you do next?

If your game is live on Summer Games, open Studio, go to Grow, and look at your last 28 days. Then ask your agent "How is my game doing?" and do the one thing it suggests.

If your game is not live yet, start with the build. Our guide to [making a multiplayer game with AI](/blog/make-a-multiplayer-game-with-ai) takes you from idea to a playable game. To see why an engine built for agents works this way, read [what an AI game engine is](/blog/ai-game-engine). For events that answer your own questions, read the [See what players do guide](https://docs.summerengine.com/build/analytics).

New to Summer Engine? Tell your agent "Install Summer Engine and let's make a game." Or start at [summerengine.com](https://summerengine.com).

---

## Machine-readable resources

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- Full inlined content: https://www.summerengine.com/llms-full.txt
- Porting catalog: https://www.summerengine.com/llms-porting.txt
- Structured catalog: https://www.summerengine.com/agent-catalog.json
- Sitemap: https://www.summerengine.com/sitemap.xml
- Developer resources: https://www.summerengine.com/docs