PurrNet Gameplay Data
2,600+ games have sent PurrNet basic telemetry since July. Advanced telemetry runs in one game so far, by choice to save storage, and the pipeline is ready to switch on for the rest.
The Fastest-Growing Networking Solution
Success in the Stores
Unity Asset Store#1Trending
OpenUPM#1Most monthly downloadsCommercial Titles Using PurrNet
PurrNet Games on Steam
Discord Members Gained Since March: PurrNet +602, Mirror −450
- Connections500K+in the last 30 days +29%
- GitHub29.7Kclones in September +36%
- Discord3,110members
- Documentation100,000visits a week
- YouTube400K+views across 87 tutorials
Data Only PurrNet Collects
Telemetry Overview
Despite the strong traction in the core networking solution, PurrNet is not just a middleware company. In fact, our long-term strategic advantage is our data collection.
- 01Engine
- 02 · NetworkingPurrNetOnly layer that sees all player behavior
- 03Game codeMost of the build
- 04Tools
- Servers
- Backend
- Voice
- Anti-cheat
- AI NPCs
- 05Release
- Movement
- Actions
- Game state
- Matches
- Performance
- Social
2.2 ExampleArctic DriveFree demo · Early access soonA PurrNet game running our advanced telemetry. It hasn't even launched: all of this comes from its free demo.See the dataHide the data
- 5.3M+events recorded20 event types, from crafting to crashes
- 2.3M+events in the last 30 days44% of everything recorded
- 14K+player-hours a weekPlayed together over PurrNet's relay
- 270K+vehicle crashesSpeed, crash type, what it hit and which part of the truck
- 37K+player deathsCause, health, body temperature, stamina
- 185K+runs endedKm driven, distance from spawn, fuel, engine and cargo
- 5.3M+ events →Decisions to learn fromHuman choices, each with the full state around it
- 2.3M+ in 30 days →Always-fresh demonstrationsNew examples every day, from every session played
- 14K+ co-op hours a week →Multi-robot coordination and teamworkPlayers sharing vehicles, cargo and goals in real time
- 270K+ crashes →Recovery after a collision or a stuck wheelWhat happened next, with the full vehicle state
- 37K+ deaths →Mission-ending failuresThe state that led there, so a machine learns to avoid it
- 185K+ runs →Route choice across unmapped terrainWhere people drive when there is no road, and when they turn back
Every Event Is a Ready-Made Training Example
Take one apart: a crash already splits into what a model sees and what it learns to predict.
- POI_Visit1.6M
- Objective_Activated1.3M
- Objective_Completed1.2M
- Vehicle_Crash270K
- Run_Ended186.2K
- Session_Started104.8K
- Item_Crafted85.9K
- Player_Death37.4K
- 1Speed
- 2What it hit
- 3Physics object or not
- Surface (could also record)
- Weather (could also record)
- Steering and braking before impact (could also record)
- Slope (could also record)
- Cargo weight (could also record)
- 4Crash type
- 5Part of the truck hit
- What happened next (could also record)
Dashed: fields a crash could also record








































































































Thousands of Games Ready to Go
Currently we have 2,653 games on basic telemetry, and are ready to switch to advanced telemetry at any time. We have not collected advanced telemetry on them yet because of the storage overhead.
Projected Growth
Our Data Has Doubled 5 Times Since May
Basic telemetry, every PurrNet game. Before v1.20.0 only beta builds reported.
Every Step Multiplies the Data: ×33,000 by Oct 2027
- 0Oct 2026 · today3M a month539K basic events from every game, 2.4M advanced from Arctic Drive alone
- 1Nov 2026Switch every game to advanced telemetry×308 → 1.1B a monthAll 2,653 games record every player's synced state once a second, plus custom events at Arctic Drive's rate
- 2Feb 2027Complete the PurrNet ecosystem×3.5 → 6.5B a monthAI NPCs, hosted servers, voice chat, smart moderation. 1 in 4 sessions hosted, the whole world recorded 10× a second
- 3May 2027Expand to new platforms×1.6 → 18.1B a monthWeb and beyond: a JavaScript client for browser games, +60% connections
- 4Aug 2027Expand to new engines×2.2 → 68.8B a monthGodot, Unreal and custom engines, 2.2× the connections
How the growth estimations work
Connections drive the volume: every PurrNet game reports them, so they are the one figure measured across the whole network. Each step either raises the data a connection yields or adds connections. A data point is one recorded event, or one snapshot of a player's or a hosted world's state.
- Connections grow 20% a month, against 27% in the last 30 days.
- Advanced telemetry records each player's synced state once a second over a 30-minute session, plus 26 custom events (Arctic Drive's measured rate): 1,826 data points a connection, against 1.08 on basic.
- 25% of sessions run on our hosted servers, which record the whole world 10 times a second.
- The web client adds 60% to connections; Godot, Unreal and custom engines more than double them. Voice, moderation labels and AI NPC dialogue add data that is not counted here.
Measured, 30 days to Oct 16: 499K connections and 539K basic events across all games, 2.42M advanced events from Arctic Drive. The steps are spaced across the next 12 months, ahead of the roadmap's budget years for the web client and new engines.