THE SHORT ANSWER
Roblox introduced Journeys, a new analytics tool that replaces linear funnels with branching, multi-node stages. Creators can define up to 10 stages with 10 nodes each, log events via AnalyticsService, and visualize every path players take through onboarding, quests, shops, and features. The tool shows drop-off points in a Sankey chart and tracks progress for up to 90 days.
- Journeys supports branching paths: multiple nodes per stage, players can take different routes and reconverge.
- Setup lives in Creator Dashboard > Analytics > Journeys; generates a Luau snippet for server-side event logging.
- Limits: 10 stages, 10 nodes per stage, up to 3 custom fields per event, 90-day lookback from first entry.
- Example insights: casual matchmaking as biggest drop-off, shop visits leaking ranked players, power-ups unused but sticky.
- Journey session IDs allow tracking repeated attempts (e.g., multiple shop visits) separately.
Roblox adds branching funnel analytics
Roblox has rolled out Journeys, a new analytics feature that lets creators track player behavior across non-linear paths. Unlike the existing funnel tool — which assumes every player hits the same steps in the same order — Journeys models stages with multiple alternative nodes. A player who picks any class during onboarding, completes quests in any sequence, or browses different shop categories before buying all count as completing the same stage, while the tool records which specific node they chose.
The feature lives in the Creator Dashboard under Analytics > Journeys. After defining stages and nodes, the dashboard produces a Luau snippet that developers paste into server scripts. The snippet calls AnalyticsService:LogJourneyEvent(player, journeyName, nodeName); Roblox resolves the stage automatically from the published configuration.
How Journeys differs from funnels
- Stages with alternatives – Each stage can contain up to 10 nodes. Any node hit satisfies the stage.
- Branching and reconvergence – Players can diverge at one stage and meet again later; the Sankey chart shows every route.
- Automatic entry node – Stage 0 is added implicitly when a player first enters the journey.
- Session IDs – For repeatable flows (e.g., opening a shop multiple times), pass a journey session ID so each attempt is tracked separately.
- Custom fields – Up to three key-value pairs can attach to each event for extra context.
Limits and data retention
- Maximum 10 stages per journey.
- Maximum 10 nodes per stage.
- Date-range filter selects players by their first entry; progress is included for up to 90 days afterward.
- Repeating a node or returning to an earlier stage does not advance progress. Reaching any node in the final stage marks the journey complete.
Example insights from the launch announcement
Roblox illustrated the tool with a PvP arena journey:
- Casual matchmaking was the largest drop-off node – suggesting slow queues or unrewarding matches.
- Shop visits leaked ranked players – 64% of users skipped the shop entirely; most shop traffic came from ranked games, and the shop itself had a 10% churn rate (players who opened it never reached a match).
- Power-ups were underused but sticky – 82% of players never used a power-up, yet those who did had 0% churn and always finished the match. Surfacing power-ups earlier, such as during casual games, could improve retention.
Getting started
- Open Analytics > Journeys in the Creator Dashboard.
- Click Create journey and add stages with their nodes.
- Save the configuration and copy the generated Luau snippet.
- Insert the snippet into a server script, validating player actions before logging.
- Use the dashboard’s date picker and Sankey view to analyze paths and drop-offs.
The announcement notes that MCP (Model Context Protocol) integration is also available for instrumenting journeys, though details were not expanded in the initial release.