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The LoopKit landing page, "The growth superpower for indie games," with a session replay preview below the fold.

SaaS startup

LoopKit

Analytics for indie games, with AI doing the analyst's job.

This page was drafted by Claude.

Analytics for indie games (loopkit.ai). A 4 month startup, built by 2.

The pitch

Most indie devs don’t have time to become data analysts. LoopKit watched your game’s event stream and used AI to tell you what changed, what broke, and what to try next, instead of handing you a dashboard you had to figure out yourself.

LoopKit pitch deck cover slide Read the pitch deck PDF · 10 slides

Where the idea came from

It came from my own game. I used analytics to rework its tutorial and got 70% more players past the 15-minute mark. When I talked to other indie devs about it, most had never run an experiment like that. Not because they couldn’t, but because nobody in a small team has the time to set up a data pipeline, build charts, and learn to read them. Big studios have telemetry teams for this. Indie devs have themselves.

LoopKit was meant to close that gap: send events from your game, and instead of a dashboard you have to interpret, agents watch the stream and tell you what changed, what’s broken, and what to try. The bet was that AI tools are letting more people ship games faster, often with less engineering background, and those people need the analyst included. I built it with Maxton Delaney; we’d been building together for a decade by that point.

The name comes from the core mechanic: a “loop” that re-analyzes your event stream on a standing cycle, weekly, generating fresh metrics, retiring whichever ones went stale, and repeating, rather than a dashboard you build once and let rot.

End-to-end diagram: playtesters generate screenshots and events through the LoopKit SDK embedded in the game client, which feed the LoopKit Loop (telemetry, insight generation, playtest queue, playtest network, metrics platform), surfacing purchasable playtests, session replays, insights, and metrics in the LoopKit Developer Dashboard.
The loop, literally: telemetry in, AI analysis, a recommendation out, repeat.

What shipped

LoopKit launched in open beta on September 15, 2025.

Every session showed up in a list next to the replay: how long it ran, the player’s country, which platform or engine build it came from, and an at-a-glance engagement read like “Very High” so you could tell which sessions were worth watching before opening one. Open a session and the replay plays back the actual game, HUD and all, with the raw event stream (player_action, timestamped to the millisecond) scrolling alongside it in real time. No reconstructing what happened from a spreadsheet: you watch it happen.

The Replays dashboard, listing sessions with relevancy, engagement, and frustration scored automatically, alongside country, platform, and date.
Every session scored automatically on relevancy, engagement, and frustration, no manual tagging required.
The Players dashboard, showing a world map of player locations and a table of anonymized players with session counts and hours played.
122 players across 33 countries in this beta project, tracked automatically from the same SDK.

The stack

How it would have made money

What killed it

It died on market fit. Indie devs mostly treat their games as art, not as a min/max data problem, and pitching AI-driven telemetry to that audience landed badly on both counts. I think we were early rather than wrong. The same shift that’s lowering the barrier to making games is producing developers who need this, so it may come back.

LoopKit roadmap: Today, LoopKit launched an open beta on 9/15/2025 with session replays and a metrics viewer. Q4 '25, acquisition and activation: Godot Engine SDK, a playtest like-for-like platform, developer outreach and white gloving. 2026, expand platform: insight generation, MCP, a data-science concierge chatbot, agentic A/B testing, funnel builder, notebooks, Unreal Engine SDK, a GenAI powered game by LoopKit for marketing. Beyond: LoopKit defined as the go-to observability platform for agentic game development.
Where it was headed before it stalled out.