The progression of players through a game’s levels, showing exactly where they stall or quit.

Why it matters

Early-level drop-off is usually a design problem, not a marketing one, and it caps everything downstream: no UA budget fixes a level that loses half its players. It is also the fastest signal to act on in a soft launch.

How justtrack handles it

justtrack tracks game-specific events like level completion next to revenue and cohort data, so product and UA read the same numbers.

Related terms