# Glitchless vs Gamebeast: why a game lags versus what players do and what to test

> Glitchless (glitchless.gg) and Gamebeast compared for Roblox and other game developers: engines, frame times and stutter causes, game servers, errors, markers, funnels, retention, heatmaps, remote configs and A/B tests, MCP servers for coding agents, data retention and pricing, checked November 2026.

Website: https://www.glitchless.gg/glitchless-vs-gamebeast.html · The Glitchless team, November 6, 2026 · Checked against Gamebeast's docs, API reference and pricing on November 6, 2026

Gamebeast is an analytics and experimentation platform that started on Roblox and now has SDKs for Unity, Unreal, Godot and the web too. Your game sends markers (events, with positions for heatmaps), and Gamebeast turns them into charts, funnels, retention, heatmaps and cohorts, next to remote configs, A/B tests, deeplinks with attribution and a summary of what your community says. Its MCP server is on every plan and can change configs and run experiments, not only read.

Its docs and API reference list nothing on frame times, stutters or error capture: it measures what players do, not how the game runs for them.

Glitchless measures how the game runs and plays: every frame on every player's device with the likely cause of each stutter, each game server's heartbeat, errors with the events before them, ping, loading and where players quit, and hands it to your coding agent. They answer different questions, so a Roblox game can use both.

## Side by side

| | Glitchless | Gamebeast |
| --- | --- | --- |
| **Engines** | | |
| Unity | 6.3 LTS and later | Official SDK |
| Godot | 4.5 and later | Official SDK |
| Unreal Engine | 5.7 and 5.8 plugin | Official SDK |
| Three.js (and Phaser, Babylon.js, PlayCanvas) | Yes | JavaScript SDK |
| Roblox | Luau module for players and game servers | Official SDK, where it started |
| GameMaker | 2024.2 and later | No |
| **Performance and errors** | | |
| Frame times from players' devices | Every frame, merged across players | Not listed |
| Each stutter's likely cause | Shader and PSO compiles, GC, loads, streaming | No |
| Game servers | Each server's heartbeat, late frames, players and memory | Each Roblox server's player count and details |
| Errors and crashes | With callstacks and the events before | Not listed |
| Ping and loading time for each player | Yes | No |
| **Players** | | |
| Custom events and funnels | Yes | Markers with properties, funnels, cohorts |
| Retention (D1, D7, D30) | With install mode; not on Roblox, where players stay anonymous | Yes |
| Level death heatmaps | Deaths and positions | Heatmaps from markers with a position |
| Remote configs and A/B tests | No | Yes |
| Deeplinks with attribution | No | Yes |
| In-game bug reports with a screenshot | Yes | No |
| What identifies a player on Roblox | Nothing: random session IDs, and names and user IDs taken out | The player's account: its dashboard can view, kick and ban users |
| **Sharing and export** | | |
| Read-only link to a dashboard | One board, no sign-in | Dashboards through a public link |
| Raw data export (CSV, Datadog, OpenTelemetry, warehouse) | CSV; Datadog or OpenTelemetry on paid plans | Raw events over the API, MCP or CSV |
| **Agents** | | |
| MCP server for coding agents | 25 tools (22 hosted) | Official hosted server on every plan: reads data, and with write access changes configs and runs experiments |
| Autoplay runs that check a fix | Web games; any build can measure itself | No |
| **Running it** | | |
| Open source | MIT | No |
| Self-host | Docker or Node, no other services | No |
| Free hosted tier | 5,000 play sessions a month, 14 days of data | 5 million events a month, 6 months of data |
| Paid hosted plans from | $19 a month | $120 a month for 10 million events |

## Which one should you choose?

### Choose Gamebeast if

- You want analytics, remote configs and A/B tests in one place, and you want your agent to run experiments, not only read results.
- You want deeplinks that bring players into your Roblox game and show where they came from.
- You want heatmaps of where players go, and months of history on the free plan.

### Choose Glitchless if

- Players say the game lags, stutters or breaks, and you need to know where, on which devices, and why: each stutter's likely cause, the server's heartbeat, errors with the events before them.
- You'd rather send nothing that identifies a player.
- Your game is in GameMaker, or you want to run the server yourself.
- Your coding agent fixes the game, and checks the fix with real players' frame times and errors in the next version.

### Using both

They don't overlap much. Use Gamebeast for what players do and what to test (markers, funnels, retention, configs, experiments, deeplinks) and Glitchless for how the game runs for them (lag, server heartbeat, errors). On Roblox both send from your server, so check the two together stay inside the 500 HTTP requests a minute Roblox gives each server.

## Frequently asked questions

### Does Gamebeast track frame rate, lag or errors?

Not that its docs say. Its docs and API reference cover markers, funnels, retention, heatmaps, cohorts, configs, experiments and deeplinks, and list no frame times, stutters or error capture (checked November 6, 2026). Glitchless times every frame on every player's device and catches errors in client and server scripts.

### Which works with coding agents?

Both have MCP servers on every plan. Gamebeast's reads your analytics and, with write access, changes configs and runs experiments. Glitchless's gives your agent ranked findings, frame times, stutter causes, the servers' heartbeat, errors and the level funnel, so it can find what to fix and check the fix.

### Is Gamebeast only for Roblox?

No. It started on Roblox and now has SDKs for Unity, Unreal, Godot, JavaScript and Node.js too.

### How do the free plans compare?

Gamebeast's free plan includes 5 million events a month with 6 months of data. Glitchless Cloud's includes 5,000 play sessions a month with 14 days of data, or you can run the server yourself with no session limit.

## Sources

- [Gamebeast docs: introduction](https://docs.gamebeast.gg/docs)
- [Gamebeast docs index (llms.txt)](https://docs.gamebeast.gg/llms.txt)
- [Gamebeast Roblox SDK (docs)](https://docs.gamebeast.gg/sdk/roblox)
- [Gamebeast heatmaps (docs)](https://docs.gamebeast.gg/docs/query-builder/heatmaps)
- [Gamebeast dashboards (docs)](https://docs.gamebeast.gg/docs/dashboards)
- [Gamebeast user management (docs)](https://docs.gamebeast.gg/docs/user-management)
- [Gamebeast: report Roblox server state (API)](https://docs.gamebeast.gg/api/sdk-v1/ingestion/report-roblox-server-state)
- [Gamebeast MCP server (docs)](https://docs.gamebeast.gg/docs/mcp)
- [Gamebeast data retention and export (docs)](https://docs.gamebeast.gg/docs/data-retention)
- [Gamebeast pricing](https://gamebeast.gg/pricing)
