| PRIMARY |
Faction Playtime Ratio |
Total Time Spent as Cop / Total Time Spent as Racer |
Targets a stable 1:1 ratio. If skewed heavily toward one side, it indicates a feature balance failure. |
| PRIMARY |
Core Loop Velocity |
Avg. Time (Hours) to progress from Blacklist N to N-1 |
Measures pacing. Spikes in this metric highlight progression roadblocks or economy bottlenecks. |
| PRIMARY |
Payback Conversion Rate |
Payback Runs Initiated / Total Busted Events |
Validates the adoption of your loss-aversion buffer. Low conversion means players find the mechanic unrewarding. |
| PRIMARY |
Economy Velocity |
Total Currency Spent in Shop / Total Currency Earned |
Ensures currency isn't pooling unspent, validating that players are forced to upgrade to stay competitive. |
| COUNTER |
Faction-Specific Churn |
Session Drops segmented by Faction (Cop vs. Racer) |
Identifies which side of the two-act loop is triggering friction-based churn. |
| COUNTER |
The Rage-Quit Vector |
% of App Closures within 60s of a Busted/Failed Screen |
The ultimate metric for loss aversion. If this spikes, the soft landing features are failing. |
| COUNTER |
Upgrade Bypass Rate |
% of Players clearing a tier with zero Shop purchases |
Validates the Pink Slip balancing. If this is high, the gifted cars are still too powerful for the next tier. |