THE OPERATING MOAT FOR LIVE-SERVICE GAMES

Anyone can clone the loop. Winning takes a moat.

socialgraffa gives any studio the economy tuning and community insight that used to belong only to the big operators — retention, funnels and in-game economy your whole team can read. Your LiveOps engineers get a CLI + MCP they love.

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A dashboard for your team. sgf for your agents.

Know whether your economy is holding, whether players are coming back, and where they drop out — without waiting on a data team.

Sign up and start sending events straight away — no card, no admin in the loop. From $19.99 a month after a 7-day free trial. Your engineers can even bootstrap the studio tenant from the CLI.

# No account yet? Create a studio tenant and its first key
$ npm install -g socialgraffa
$ sgf signup acme --email you@acme.com --password ******** --name "Acme Games"
$ sgf login --local --key sgf_...
# The numbers, not a dashboard
$ sgf overview --game <gameId> --from 2026-08-01 --json

Works with: Claude Code · Cursor · Cline · Windsurf · Aider · Codex · any MCP client

The operator's toolkit

Everything a big operator uses to out-run a clone.

Economy tuning, retention and community — in plain language for the people who own them. And when your engineers want the raw stream, it's one command away.

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Economy you can actually tune

Currency source, sink and net flow for soft and hard currency — catch inflation and broken sinks before they wreck monetization. The moat the cloners don't have.

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A community that comes back

D1 / D7 / D30 return by cohort and platform, plus DAU/MAU stickiness — so your community team sees instantly whether the last LiveOps change held players.

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Conversion funnels

Where do players drop out? Define a funnel once — tutorial_start → level_1 → purchase — and watch conversion over any window.

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Built agent-first, end to end

sgf init --agent-schema emits every command, flag, type and error code, so your agents never guess. If it's not in the schema, it doesn't exist.

How it works

One install. Game to funnel in three commands.

01

Point at a studio tenant

Sign up keyless, or log in with an existing key. sgf me tells you which tenant you're about to write to.

sgf signup acme --email you@acme.com --name "Acme Games" sgf login --local --key sgf_...
02

Query anything

Overview, retention, funnels and economy — all read-only, all --json. The machine surface is a first-class citizen.

sgf overview --game <gameId> --from 2026-08-01 sgf funnel <funnelId> --from 2026-08-01
03

Send events server-side

Mint a scoped ingest key, then send with a stable --player so agents never collapse into one player.

sgf key create ingest-key --scope ingest --game-id <gameId> sgf ingest --game <gameKey> --event level_complete --player player_42
Monetization

Instrument the layer serious studios start with.

Game monetization has three layers. Most tools drop you straight at Offers — the wrong end. Durable revenue is made deeper, in the core loop and the economy balance beneath it. That's exactly where socialgraffa starts.

1

Core loop

Where every currency is minted and burned.

✓ Start here
2

Progression & balance

Whether the economy holds as players climb.

✓ Start here
3

Offers

Pricing and packaging on top of a healthy loop.

Where most tools start

Your agent reads the live economy snapshot from /api/v1/advisor/economy and tells you which lever to pull — faucet, sink or scarcity — grounded in a 13-concept economics corpus. Not an AI copilot bolted onto an offer wall: the loop itself, run by your agents.

One surface, two front-ends

A dashboard your team reads — or a CLI your agents drive.

The same real-time numbers, whichever way you like them: a complete dashboard for your economy and community team, or ruled tables and --json in the terminal for your agents. No analyst in the loop.

Pricing

Priced on events, not on your player count.

You pay for the telemetry you send, not for the size of your audience — so a good free weekend never turns into a bill shock. Every plan opens with a 7-day free trial and carries unlimited agent keys. We arm the challengers, not the incumbents.

Pro

$99 · per month
For studios past Starter's ceiling — then billed on what you actually send.
  • 10,000,000 events / month, then metered
  • 50 games · everything in Starter
  • 365-day history
  • 10 seats · unlimited agent keys
Start 7-day free trial

Both tiers are self-serve. Nothing is charged for 7 days, and cancelling before day 7 costs nothing. Your agent can start the trial and hand you a card link — sgf billing checkout starter — or read the live catalog and its own usage any time: sgf billing plans

FAQ

Questions

Can my agent sign itself up?

Yes. sgf signup is keyless — it works before you have a credential — and creates a studio tenant plus its first API key with no card and no admin in the loop — and it can start sending events straight away. The one step an agent can't do is type a card, so it starts the trial with sgf billing checkout starter and hands a human the link to fill in once.

How is this different from GameAnalytics or Amplitude?

Those hand you charts and leave the operating to you. socialgraffa is built around the operator's job — economy source/sink tuning, retention by cohort and the funnels players drop out of — in plain language, and metered on the events you send rather than per seat. And it's agent-first end to end, so your engineers drive the same numbers from the sgf CLI or an MCP client as structured JSON.

Why do I need to pass --player?

Anonymous identity is derived from IP and user-agent. Agents share both — one CLI version is one user-agent, and agents often share an egress IP — so without a stable --player id every agent behind that IP collapses into a single player. It cannot be backfilled.