Trusted by the industry
From indie studios to AAA publishers, on PC and console.
Marketing measurement is fragmented.
A lot of marketing spend is wasted, and it’s hard to see where.



Ad click
Meta, YouTube, TikTok
Store
Steam and console stores
$14.99
Purchase
In-game, DLC, passes
Each handoff loses the trail.
Close the feedback loop
Conversion signals go back to your ad platforms, so they optimize on what players did in your game.

Feedback loop
Attribute
Player activity is matched back to the touchpoints that preceded it, across devices.
Report
Conversions land against your goals, from install through DLC.
Attribution
See the whole player journey. Match every install, purchase, and in-game action back to the ad or creator that earned it, across Steam, Epic, Xbox, PlayStation, and Nintendo. Works with Meta, Google, TikTok, Reddit, Snapchat, X, Microsoft, Amazon Ads, and Discord, plus AppsFlyer, Adjust, and Singular.

Watches a creator’s sponsored stream
Day 1 · Twitch

Sees a creator-led ad
Day 3 · TikTok
Clicks through and wishlists
Day 4 · Steam

Installs and plays
Day 9 · Xbox

Buys the DLC
Day 23 · In game

Matched to the source
The install and the DLC purchase are credited to the stream and the ad that drove them.
Example journey
Read the attribution docs

Full funnel to LTV
Installs, purchases, DLC, and cohort retention by source.

One view across every store
Cross-platform journeys with consistent metrics across stores.

Paid and creators together
Influencer and paid channels measured in the same model.

Deduplicated multi-touch
Click-through and view-through credit, deduplicated across channels.

Cohorts and LTV
Retention, engagement, and LTV by source, in reports standardized for PC and console.

Suppression and retargeting
Conversion signals that let ad platforms exclude existing players and re‑engage lapsed ones.

Invalid-traffic filtering
Bot and invalid traffic is kept out of your reporting, so spend and optimization follow real players.

Five attribution models
First touch, last touch, linear, positional, or time decay, side by side, with assist and contribution credit for earlier touchpoints.

Accurate when IDs run out
When no direct match is available, fingerprint matching reached 90%+ accuracy on PC and over 83% on console in controlled tests.
Cost Aggregation
Every dollar, one clean number. Spend from 100+ networks in one dataset. The majors sync automatically, the rest come in manually or by email, and pre-release wishlist and awareness spend is included. No user-level data? Aggregate measurement lines up ad spend with Steam sales and wishlists.
Incrementality
Prove what actually drives growth. Matched-market tests at the state or country level measure causal lift with no PII shared and no user-level data required.
Illustrative
Incremental lift
Experiment group
Control group
Baseline

Privacy-safe by design
Aggregate geographic data only.

Works pre-launch
Measures wishlist and awareness pushes that click-based attribution can’t see.

Channel-level ROI
Move budget to the channels that cause lift.

Out-of-home and console ads
Measure out-of-home and on-console placements that never produce a click.

Bring your own data
Upload Steam wishlists, internal BI data, or any custom metric and measure lift against it.

Synthetic control method
Test regions are compared with a weighted blend of control regions, a method widely used in economics and policy research.

Stephen Hutchins
Publishing Director, Hi-Rez

Calibrate your ROI
Attribution tells you what happened inside a channel. Incrementality tells you what would have happened anyway. Run them together.
Ready or Not
VOID Interactive
The challenge
Limited and fragmented measurement made it hard to justify spend, see what was working, and scale with confidence.
The solution
End-to-end attribution across paid, influencer, and organic channels, with postbacks and leadership-ready dashboards.
The game
Ready or Not, 13M+ units sold worldwide.
2M+
installs in the first two weeks
$6.50
cost per install, top 10 ad networks (console)
540%
ROAS, top 10 ad networks (console), 7-day click / 1-day view
“Introducing Gamesight was a pivotal moment for us. Coming from an indie background, attribution and tracking had always been rudimentary, which made it hard to justify spend at an executive level. Gamesight broke down those barriers.”

Behrad Sabet
Marketing and Publishing Director, VOID Interactive

Proven at every size
194%
ROAS on TikTok, with deduplicated multi-touch attribution and postbacks to Reddit and TikTok
Metro Awakening · Vertigo Games
3
generations measured (MK X, MK11, and MK1), with the Gamesight console deployed inside WB’s own infrastructure
Mortal Kombat · Warner Bros.
Pierre Chetreff
Media Buying Specialist, Chetreff Company (formerly Blizzard Entertainment, Wargaming)
Reports for every team
From an exec glancing at a dashboard to an analyst querying raw rows, everyone works from the same numbers.

Reports dashboard
Rich visualizations, custom dashboards, and scheduled reports for the people who live in the numbers.

Real-time postbacks
Conversions sent back to your ad networks as they happen, so their optimization runs on real players.

Reporting API
Pull reports directly into your own systems and warehouse.

S3 data export
Row-level data: impressions, clicks, cost, and everything underneath the charts.
Built for your security requirements
SOC 2 Type II, GDPR and CCPA, IAB TCF v2, and SAML and SCIM SSO. Choose Managed Dedicated, run for you in a dedicated cloud, or Self-hosted Dedicated in your own AWS, GCP, or Azure, with custom domains and BI integrations. On a self-hosted deployment, player data stays on your own infrastructure and is never shared with third parties.


Measurement questions
Does it work for Steam and console games?
Yes. Installs and sales on Steam, Epic Games Store, Xbox, PlayStation, Nintendo, and physical retail are measured side by side, with matching methods built for platforms that share little data. Aggregate measurement can also line up ad spend with Steam sales and wishlists.
What’s the difference between attribution and incrementality?
Attribution links each player to the ad, link, or code they came through. It’s live, and it’s what you optimize campaigns on day to day. Incrementality asks whether those players would have come anyway, using test and control regions, so it also captures views without a click, word of mouth, and channels like out-of-home. The two answer different questions and won’t match each other; we recommend using both.
Which ad networks do you support?
100+ integrations, including Meta, Google Ads, YouTube, TikTok, Reddit, Snapchat, X, Twitch, Microsoft Ads, and DV360. Spend syncs automatically from the major networks, and cost uploads cover the rest.
Can you measure players who watched a creator but never clicked?
Not player by player: YouTube, Twitch, TikTok, and Instagram don’t allow third-party tracking on organic content, for anyone. Creator codes and incrementality studies close the gap. In our incrementality studies a creator’s true impact was often 5–10x what their link showed, so treat link-only numbers as a floor.
Can creators, community, and paid media be compared in one report?
Yes. Creator links, Discord and community links, and paid ads run through the same attribution and the same reports, competing for each conversion under the same rules. When a player touches several, one takes the credit and the others show as assists.
Do you measure what happens after the install?
Yes. Retention, playtime, purchases, or any event your game sends ties back to the campaign, creator, or ad that brought the player in, and can be sent to ad networks to optimize on.
Can we get the raw data?
Yes. Clicks, impressions, events, and attributed conversions arrive row by row in your own S3 or GCS bucket, daily or hourly, each conversion marked with its source and how it was matched. A Reporting API and scheduled reports are there too.
How is Gamesight different from an MMP like AppsFlyer or Adjust?
MMPs were built for mobile apps, where ad networks largely attribute their own ads and report the results back. Steam, Epic, Xbox, PlayStation, and self-distributed PC games have no equivalent, so Gamesight does the attribution in house: identity, session, fingerprint, and referral-code matching, combined into a first-party device graph. Then we measure what matters after the install (DLC, season passes, in-game purchases, returning players) and send those conversions back to your ad networks to optimize on. Many cross-platform publishers keep their MMP for mobile and use Gamesight for PC and console.
What does setup involve, and how long does it take?
You choose the goals to measure, your engineers send in-game events to Gamesight, and we confirm it all with a test before launch. Smaller studios are often live in one to two days; larger organizations usually take a few weeks to a few months, depending on how many teams review the setup. The full methodology is in our documentation at docs.gamesight.io.
























