# Docs - [Introduction](/docs): RoChart is live product analytics for Roblox games — players, playtime, retention, revenue, A/B tests and alerts, with today's numbers as they happen. - **Getting started** - [Quickstart](/docs/getting-started/quickstart): Create a project, connect your game from Roblox Studio and see your first players arrive — in about five minutes. - [Install in Roblox Studio](/docs/getting-started/install): Add the RoChart module to your game, record purchases, send your own events — and send data from websites, bots and backends too. - [Players and properties](/docs/getting-started/identify): How RoChart identifies players, which properties it keeps on them, how to add your own, and how to link events from outside the game. - [Project settings](/docs/getting-started/project-settings): Name, picture, timezone, members and invites, products, data collection and your sidebar. - [Account security](/docs/getting-started/account-security): Your profile, password, passkeys, two-factor authentication and active sessions. - **Products** - [Game analytics](/docs/game-analytics): Players, playtime, concurrent players, join sources, retention, Robux revenue, economy and funnels for your Roblox game — live, including today so far — and exactly how each number is counted. - [Updates](/docs/updates): Every update you publish, found automatically from game.PlaceVersion and compared with the one before it — playtime, session length, D1, errors, crash rate and Robux per player — plus how many players are still on old servers. - [Health](/docs/health): Server FPS, memory, heartbeat time and ping from every running server, script errors grouped by cause, crashed servers and a live server list — per update, refreshed while you watch. - Product analytics - [Product analytics](/docs/product-analytics): Insights, dashboards, the activity feed and your event schema — on game events and your own. - [Insights](/docs/product-analytics/insights): Build trends, funnels, retention, paths, lifecycle and stickiness charts, filter them and save them. - [Dashboards](/docs/product-analytics/dashboards): Build drag-and-drop dashboards of metrics and charts, pick your home page and share a public link. - [SQL Editor](/docs/product-analytics/sql): Ask anything of your data in SQL, save queries as reusable tables, and chart them on dashboards. - People - [People](/docs/people): Find players, read their timeline, edit their properties, add them to cohorts or delete them. - [Cohorts](/docs/people/cohorts): Build dynamic and static cohorts and use them in insights, flags, experiments and feedback. - [Groups](/docs/people/groups): Browse clans, guilds and other groups of players, with their properties, members and activity. - [Live view](/docs/live): Watch events arrive the moment they're ingested, full screen, filtered to exactly what you care about. - Feature flags - [Feature flags](/docs/feature-flags): Turn a game change on for a share of players, a cohort or a platform — from the game server, without republishing — and serve variants with payloads. - [Flags in your code](/docs/feature-flags/in-code): Read flags for a player on the game server, record exposures for experiments, and read flags from websites and backends. - Experiments - [Experiments](/docs/experiments): A/B test a game change on live servers — describe it in a sentence, get a clear verdict, a recommendation and results per cohort. - [Create an experiment](/docs/experiments/create): Set up an A/B test in five short steps (or describe it in a sentence), choose good metrics, then read the variant on your game server. - [Read results](/docs/experiments/results): What the verdict, lift, probabilities, split check and run-time estimate mean, how segments work, and how to conclude. - [Feedback](/docs/feedback): Store what players tell you from your own in-game feedback UI, tie it to who they are, and triage it by cohort, platform or anything else you know. - [Alerts](/docs/alerts): Get told in Discord when players drop, servers stop or errors spike — checked every minute, compared with yesterday at this time — and again when it recovers. - [Destinations](/docs/destinations): Send events to other tools as they happen — a Discord channel for your team, a webhook for your own systems, Slack or Telegram. - [Schema](/docs/schema): Every event and property in your project, how much data each one has, and what depends on it. - **Agents** - [Agents](/docs/agents): What an AI agent can do in your RoChart project, how to connect one, and how its work is tracked. - [Connect over MCP](/docs/agents/mcp): Connect Claude Code, Claude Desktop, Cursor or any MCP client to RoChart with a project API key. - [CLI](/docs/agents/cli): The RoChart command — every MCP tool from any shell, for coding agents, scripts and CI. - [Copy Prompt & llms.txt](/docs/agents/llms-txt): Ready-made prompts for your agent, and plain-text entry points it can read. - [Tool reference](/docs/agents/tools): All 64 MCP tools, grouped by area, with their inputs, whether they change data and the product they need. - [API keys](/docs/agents/api-keys): Create secret keys for agents, scripts and servers, choose read or read and write, and revoke them. - **Compliance** - [Privacy, cookies and consent](/docs/compliance/privacy): What the Roblox module and the web SDK collect and store, and what you should do before you ship them. - **Reference** - [SDK reference](/docs/reference/sdk): Every function of the Roblox (Luau) module, the browser and Node clients, and the HTTP endpoints they use. - [REST API](/docs/reference/rest-api): Authentication, errors and the main endpoints for scripts, backends and agents that don't use MCP. - [Query language](/docs/reference/query-language): The JSON behind every chart — trends, funnels, retention, raw events, SQL and game analytics — with filters, breakdowns and date ranges. - Guides - [Onboarding funnel for a Roblox game](/docs/guides/onboarding-funnel): Track a new player's first minutes, find the step where they leave, and see whether finishing onboarding brings them back the next day. - [A/B test a game change](/docs/guides/ab-test): Split players between the current version and a change, read the variant on the game server, and let the results tell you whether to ship it.