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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 eventWhy it earns its place
booster_usedWhen and how players use boosters — type, source, level context. Booster behaviour separates players who push through friction from players who quit at it.
lives_depletedWhat 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 eventWhy it earns its place
match_won / match_lostThe match envelope — competition, opponent strength, result. Losing streaks are this genre's version of being stuck on a level.
contract_terminatedCareer-mode friction for manager games — wages, length, who ended it. Strong churn driver.

Soft progression — RPG, strategy, idle, 4X, city builder

Example eventWhy it earns its place
hero_summonedGacha outcomes — currency spent, rarity rolled, pity counter. The emotional core of the genre's monetisation.
alliance_joined / alliance_kickedAlliance state transitions — the structural friction that decides whether a strategy player stays for months or leaves in a week.

Open world — survival, sandbox

Example eventWhy it earns its place
day_survivedThe persistent-state milestone — day number, server, base intact. The genre's natural progression heartbeat.
base_destroyed / raided_offlineThe 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.

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