Analytics is the first tab in Insights and the one most owners spend their time in. It takes every recorded session for one game and turns it into a handful of numbers and charts: how often teams win, how long they take, how many hints they need, and when your room is actually being played.
Everything on the page is scoped to one game and one date window. Change either and every card redraws.
There is no Refresh button
You won’t find one, and you don’t need one. Analytics quietly refetches whenever you click back into the browser window, so a page left open on a back-office screen catches up on its own.
The controls
Analytics is driven from three places along the dock.
Choosing the game
The game picker at the top of the page decides which room you are looking at. Its menu lists your active and testing games, and a Show retired games toggle at the bottom brings shelved games back into the list so you can review their history without un-retiring them.
Narrowing the window
| Control | What it does |
|---|---|
| Wins chip | Toggle successful runs in or out. On by default, and it glows green while on. |
| Losses chip | Toggle failed runs in or out. On by default, and it glows red while on. |
| Date range | Opens a small menu with 7 days, 30 days, 90 days, All time, and Custom. Picking Custom reveals a From and To date pair. A badge on the button shows the active choice at a glance. |
ARC starts on 30 days with both chips on. Sessions are placed in the window by the time the game started.
Turning off a chip also hides undecided runs
A run that ended without a verdict — staff pressed End rather than Success or Failed — is only counted while both chips are on. Switch either one off and those runs disappear from every number on the page.
Reported and Raw
Two more buttons sit in their own group: the Reported / Raw toggle and the Reporting criteria button. Both are covered in Reporting criteria further down.
The headline numbers
Six tiles run across the top of the page. All of them are calculated from the sessions currently passing your filters.
| Tile | What it means |
|---|---|
| Sessions in window | How many recorded sessions match the current filters, with a caption reading “of n recorded” when your filters have narrowed the set, or “All recorded sessions” when they haven’t. |
| Success rate | The share of runs the team won, as a whole percent, with a ”n won · n lost” caption underneath. |
| Average run time | The mean length of a run, in minutes and seconds. The caption shows the game’s configured target length, or “No target time set”. |
| Typical run time | The median — half your runs finish faster than this and half slower. Usually the more honest of the two when one or two odd sessions skew the average. |
| Avg. hints used | The mean number of hints per session, to one decimal. |
| Typical hints used | The median hint count, with the biggest single-run hint count as a caption. |
Why the tiles won't reconcile
Two of these numbers deliberately count different things, and it trips people up:
- Sessions in window counts every filtered run, including ones with no recorded result.
- Success rate is worked out over decided runs only — wins plus losses. Runs with no verdict are left out of the sum entirely.
Similarly, Average run time only averages sessions that actually recorded a duration, while Avg. hints used divides by every filtered session. So the two averages don’t share a denominator.
Standout runs
A card showing the three sessions worth a second look: the fastest success, the slowest success, and the run that used the most hints. Each one gives you the duration, the date and time, and the hint count — enough to find that run by date on the Session Timelines tab and read the whole story.
If nothing in the window qualifies — no successful runs, or no hints recorded — the card says so rather than showing a zero.
Run-time distribution
Six rows showing how long each session in the window took, so you can see the shape of your room rather than just its average. A room where most groups escape at the very last minute looks completely different from one where they escape comfortably, even when the two share an average.
ARC builds the rows from the game’s configured length: one catch-all row at the top (“Under x min”), four evenly stepped ranges below it, and a final row at the bottom for anything at or above the limit. If the game has no length configured, ARC works from 60 minutes. Each row shows a bar, a count, and the share of sessions it represents.
Hint usage
The same idea for hints: six rows counting how many sessions used no hints, one hint, two, and so on down to an open-ended bottom row.
If the standard ranges don’t suit your room, the gear button — Edit hint ranges — opens a small panel with three choices:
| Mode | What it does |
|---|---|
| Standard | The default layout: 0, 1, 2, 3–4, 5–7, then 8 or more. |
| Fit to the data | Sizes the six ranges around the sessions actually in the current window, so a hint-heavy room gets useful detail instead of one enormous top row. |
| Custom range | You set a From and a To. Everything below From collapses into a single row, four even steps run up to To, and one row catches everything above it. |
Activity patterns
Two charts answering “when is this room actually being played?”, both based on the start time of every session in the window.
- By day of week — one bar per day, with a note naming your busiest day.
- By hour of day — one bar per hour, with a note naming your busiest hour. Hover any bar for the exact count.
The gear button — Edit activity display — lets you match the charts to your real trading hours:
- Days open — seven toggles. Switch off the days you are closed so they stop flattening the chart. At least one day must stay on.
- Hours shown — a From and To hour. The by-hour chart shows only that span, and an end earlier than the start simply wraps past midnight, which is what you want for late-night sessions.
When you hide days, the chart heading tells you how many sessions fell on the days you hid, so nothing goes missing without a word.
Chart display settings apply to your whole business
The hint ranges and the activity display are not a personal preference and not per-browser. Change them and they change for every station at your location. Both editors only appear for staff with edit access to Insights.
Objective insights
A table breaking the game down by objective. For each step in the room it gives you the number of sessions it covers, how many succeeded or failed, the resulting rate, the fastest, average, and slowest times, and the average hints involved.
Three mode buttons reshape it:
- All — combined activity and pacing across wins and losses.
- Successes — success rates and timings for completed objectives.
- Failures — where teams get stuck, and how long a failure at that step takes.
There is a Sort by selector and an ascending/descending toggle so you can bring the problem step to the top.
This table ignores the filters
Objective insights is always all-time for the selected game. The date range and the win/loss chips don’t narrow it. If you set the window to 7 days, the tiles and charts above will narrow but this table will not — it is still showing you every session the game has ever recorded.
Reporting criteria
By default, Analytics reports exactly what staff recorded. Reporting criteria lets you add house rules on top of that — the conditions your business considers a genuine win.
The classic case: a team escapes in 63 minutes on a 60-minute clock because staff added time, or they escape only after burning fifteen hints. On the raw record that is a win. For your marketing stats, your leaderboard, and your own sense of how the room is performing, you may not want to count it as one.
Open it from the Reporting criteria button in the dock. It is set per game — each room gets its own rules — and the drawer closes when you switch games.
The four rules
Every rule ships switched off. Turn on only the ones that match how you talk about your rooms.
| Rule | What it does |
|---|---|
| Time limit | Turns a successful run into a reported failure once its reported time goes past your limit. You enter the limit as a duration — minutes and seconds, like 65:00. The exact limit passes; one second over fails. |
| Hint limit | Turns a successful run into a reported failure when it used more than your maximum number of hints. The exact limit passes; the next hint fails. |
| Hint time penalty | Adds time to the reported run time for each hint past a free allowance. This does not fail anything by itself — it changes the reported time, which is then checked against the time limit. |
| Team size limit | Turns a run into a reported failure when the team was larger than your maximum. Runs with no recorded player count are never affected by this rule. |
A couple of details worth knowing before you switch these on:
- The time limit is a duration, not a number of minutes. Typing
65isn’t valid — write65:00. Hours are allowed too, as1:05:00. - First switching a rule on seeds a sensible starting value. The time limit starts from the game’s configured length (or 60:00 if it has none), and the team size limit starts from the room’s team size limit in game details.
- The free hint allowance has two modes. Set a number is a fixed count you type. Match the game average follows your own data — ARC uses the average hint count across the game’s recorded sessions and tells you the current figure, and it re-resolves on its own as new sessions land.
How a rule changes a run
ARC works through the rules in a fixed order:
- Count the extra hints — the hints used beyond the free allowance, if the hint penalty rule is on.
- Multiply those by your seconds-per-extra-hint to get the penalty.
- Add the penalty to the raw run time. That total is the reported time.
- Check the reported time against the time limit, the hint count against the hint limit, and the player count against the team size limit.
- If a recorded win trips any of those, it is reported as a failure.
Criteria can only take a win away
Every one of these rules does exactly one thing: reclassify a recorded win as a reported loss. Nothing here can turn a recorded loss into a win. The section names read like caps or thresholds, but the effect is always in one direction.
What criteria touch, and what they never touch
They change: the six headline tiles, Standout runs, both distribution charts, the activity charts, and the dashboard.
They never change: the Session Timelines list and session detail, Pace, Assist, the objective insights table, or the hint counts your staff actually recorded. The underlying record is untouched — criteria are a lens over it, not an edit to it.
Reported and Raw
The toggle beside the Reporting criteria button flips the whole page between the two views. Its label reads View raw normally and Viewing raw — tinted amber — while raw is on, with a banner across the top reminding you that criteria are not being applied.
Raw view forgets itself on purpose
Raw is a peek, not a setting. It switches back to Reported whenever you change games and whenever you leave and re-enter Insights. If you turned it on yesterday, it’s off today.
Saving criteria needs edit access to Insights. Someone with view-only access sees the rules and a note explaining that saving requires edit access.
When there is nothing to show
Analytics is honest about empty states, and each one tells you what to do next:
- No games to analyze — you haven’t created a game yet. A Create a game button takes you to the Editor.
- Retired games are hidden — every game you have is retired. Use Show retired games to review their history.
- Analytics will populate once the game has recorded at least one session — the game exists but has never been run to completion.
- Could not load games or Could not load analytics — something went wrong fetching the data. Both offer a Try again button.
Where to go next
- Session Timelines — open a single run and read exactly what happened.
- Insights — the area overview, including which tabs are not built yet.
- Objectives — the puzzle steps feeding the objective insights table.
- Running a Game — where hints, players, and the Include in analytics choice are captured.