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Resource flows and feature chain

Builds:

1 · Resource flows where each currency comes from and where it goes

What this measures: every earn and spend the client logs, with its amount and its source/sink (position). Amounts are real. Not measured: gold (stat upgrades are not logged), and players' balances. Earned minus spent is the net change in what players hold, not their stock. The middle bar is the currency; a source is not linked to a particular sink. Relic tokens and loot currencies grow exponentially with progress, so their amounts are dominated by the most advanced players. Use "number of grants" for those. Spent can exceed earned (gems: about 2×): players spend what they already held, and an account restored on a new device starts with its old balance but no logged income. Among October installs, gems spent exceeded gems earned for only 83 of 1,524 gem spenders, so this is not a game-wide missing source.

All currencies click a row to open it above

2 · Feature chain after a player does X, what is their next logged action

What this measures: within each session, the order of logged player actions, grouped into features. Repeats of the same feature count once (20 digs in a row = one "Mine" step). START = the session's first logged action, END = nothing logged after it in that session. Not measured: screens. Opening a panel without acting in it (shop, hero, gear browsing) is invisible, so "next action" skips it. Stage clears fire during auto-battle and are left out; a stage loss is kept as a step. Sessions with no logged action are not counted.

Rows: the action just done. Columns: the next one. Darker = larger share of that row. The END column is the share of sessions that stop after that action. Rows with fewer than 30 steps are greyed.

Per action how often it is done, how often a session starts or ends on it, and the top next step

3 · Node graph the same two data sets as a network — drag nodes to rearrange