RevenueCat · read only · Glitchless Cloud

Glitchless for RevenueCat

Connect RevenueCat and what players really pay sits next to how your game runs: revenue beside each version's crash-free sessions and frame times, installs and revenue by country, and no TestFlight or sandbox purchases in the count. Your coding agent reads the same numbers.

What you get: a Revenue page

  • Real revenue

    Revenue and transactions by day, from production purchases only, next to what your game's own purchase events add up to. The gap is the purchases that never reached Glitchless.

  • Revenue per player

    That revenue divided by the players Glitchless measured in the same days, so you can compare a week or a version with the one before.

  • Installs and active users

    RevenueCat's new customers next to the new players Glitchless saw, and its active users a day next to the players Glitchless measured each day.

  • MRR, subscriptions and trials

    Where each stood on the last day you're looking at, and how much it changed since the first.

  • Revenue by version

    RevenueCat's own split by app version: each version's revenue and share, next to its players, crash-free sessions and frame-time p95. If a project's chart has no version split, the panel says so and points to your own purchase events by version.

  • Countries and stores

    Two panels you or your agent can add to any board: a world map of installs and revenue by country, and revenue from the App Store and Google Play next to the sessions Glitchless measured on iOS and Android.

Connect it.

In Glitchless Cloud. A read-only key and your project ID.

  1. Key

    In RevenueCat, go to Project settings → API keys → + New secret API key. Choose v2 and give it only Charts & Metrics → Overview: Read and Charts: Read.

  2. Paste

    In Glitchless, open Integrations, choose Add integration, then RevenueCat. Paste the key and your project ID, and pick the currency your game reports purchases in.

  3. Sync

    Press Sync now. It reads back as far as your plan keeps data, then syncs every hour, and a Revenue page joins your dashboard.

Then ask your agent

Did 1.4.2 earn more per player than 1.4.1? Show revenue by version next to each version's crash-free sessions and frame times, and tell me whether the version that runs worse also earns less.

What your agent does with it

glitchless_revenue gives your agent RevenueCat's revenue by day and by version, installs and active users, MRR, subscriptions and trials, and the split by country and by store, each next to the sessions and players Glitchless measured and what your own purchase events add up to. Ask about one version and it answers for that version's players.

Ask whether the build that crashes more also earns less, or which countries install but don't pay, and the answer comes with the game's own numbers. For revenue by item, level or player it reads your purchase events with glitchless_events. Your weekly summary's revenue line comes from RevenueCat too.

What it never does

  • Change anything in RevenueCat: every call is a read.
  • Count a sandbox, TestFlight or licence-tester purchase as revenue.
  • Show the key again: it's encrypted when it arrives, and the dashboard keeps only its last four characters.

Not yet

  • Active users go back 28 days, the part of that chart RevenueCat says is accurate.

Questions

Do sandbox and TestFlight purchases count?

No. RevenueCat's charts count production purchases only, so TestFlight, StoreKit testing and Google Play licence testers never reach the revenue. Your own purchase events can still include them on Android, where a tester's purchase looks like any other. That's one reason the two numbers differ.

Why don't RevenueCat's installs match Glitchless's new players?

They count different things. RevenueCat counts a customer the first time its SDK starts on a device, so a reinstall without signing in counts again, and so do testers. Glitchless counts a new player the first day it sees their player ID. A game in anonymous mode sends none, so Glitchless can't spot new players and counts sessions where it would count players. The panels say so.

Which currency are the numbers in?

The one you pick when you connect, out of the 14 RevenueCat converts to. Pick the currency your game reports purchases in and the two sit side by side. If they differ, Glitchless shows RevenueCat's amounts on their own and never converts or adds them to yours. Change the currency later and the revenue is read again in the new one.

How often does it sync, and which plans include it?

Every hour, on every Glitchless Cloud plan including Free. The first sync reads back as far as your plan keeps data: 14 days on Free, 90 on Indie, 400 on Studio. Sync now runs one straight away.

Ship it glitchless.

Paste one prompt into Claude Code, Codex or Cursor. It adds Glitchless to your game and builds a dashboard for it.