Custom events
Beyond the 47 standard events, PlayGenus recommends custom events shaped to your game's specific mechanics during onboarding — here's how that works, with examples per genre.
Standard events cover what every game has: sessions, purchases, an economy. Custom events cover what makes your game your game — the booster nobody uses, the gacha pity counter, the moment a base gets wiped. During onboarding, we analyse your questionnaire answers and recommend a set of custom events anchored to your progression model, each with a reason attached so you can see why we think it's worth logging.
You review the list before anything is generated — add, rename, or cut
whatever you like. Custom events use the same track() method and the same
JSON format as standard events, and your generated SDK gets a typed
method for each one.
What the recommendations look like
A few examples of what games in each model typically end up tracking. Your actual list is built for your game, not copied from a template — these are here to give you the flavour, not the full menu.
Discrete levels — match-3, casual, runner
| Example event | Why it earns its place |
|---|---|
booster_used | When and how players use boosters — type, source, level context. Booster behaviour separates players who push through friction from players who quit at it. |
lives_depleted | What a player does when they run out of lives — wait, watch an ad, buy, or leave. That fork is one of the most churn-predictive moments in the genre. |
Match-based — sports sim, MOBA, fighting, manager games
| Example event | Why it earns its place |
|---|---|
match_won / match_lost | The match envelope — competition, opponent strength, result. Losing streaks are this genre's version of being stuck on a level. |
contract_terminated | Career-mode friction for manager games — wages, length, who ended it. Strong churn driver. |
Soft progression — RPG, strategy, idle, 4X, city builder
| Example event | Why it earns its place |
|---|---|
hero_summoned | Gacha outcomes — currency spent, rarity rolled, pity counter. The emotional core of the genre's monetisation. |
alliance_joined / alliance_kicked | Alliance state transitions — the structural friction that decides whether a strategy player stays for months or leaves in a week. |
Open world — survival, sandbox
| Example event | Why it earns its place |
|---|---|
day_survived | The persistent-state milestone — day number, server, base intact. The genre's natural progression heartbeat. |
base_destroyed / raided_offline | The frustration events. An offline raid is the single most rage-quit-shaped thing that can happen to a survival player, and you want to see it coming in your data. |
Why failure events matter as much as progression events
Every recommended set includes both progression events and failure events, because churn prediction feeds on friction. A tracking plan that only logs wins can tell you a player left; one that also logs the losses, deaths, failed summons, and offline raids can tell you why — and that's the difference between a churn number and a churn prediction you can act on.
Adding custom events later
Your tracking plan is versioned, so custom events aren't a one-shot decision at onboarding. Shipping a new feature and want to track it? Tell us what changed, we revise the plan, and you get a regenerated SDK with the new typed methods. Nothing about the old data is lost.
Server event reference
Server-side PlayGenus events — purchases, subscriptions, progression, economy, player lifecycle, matchmaking, guilds, LiveOps, moderation — with full property schemas.
Event delivery & batching
How PlayGenus SDKs batch, retry, and deliver events in the background — flush intervals, offline queueing, and what happens when the app closes or your server shuts down.