BUILT FROM THE STUDIO FLOOR

We wanted to make games.
Not fight our tools.

Players were leaving. Crashes were happening. The answers were scattered everywhere. We knew the questions. Getting a useful answer was the hard part.

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We didn’t need another dashboard. We needed to know what to do next.

MFF-LABS · Pulseframe

01

The part nobody puts in the trailer.

Building a game is hard enough. Then comes the work nobody sees: chasing a crash, trying to understand why players don’t come back, jumping between tools that each tell a different part of the story. We felt that friction ourselves.

02

We looked. We tested. We kept hitting walls.

We searched for something that could connect acquisition, retention and game stability in a way our whole team could use. Some tools answered one question well. None gave us the picture we needed, in the workflow we wanted.

03

So we built the tool we wished we had.

That became Pulseframe: a shared workspace to understand players, follow their journeys and see which technical problems actually hurt their experience. Useful answers for the studio, with the evidence engineers need one click away.

04

Built for us. Open to other studios.

We don’t think every team should have to go through the same struggle. We’re opening Pulseframe to other studios so they can spend less time assembling answers and more time making games people want to come back to.

MFF-LABS

The principles we build by.

Players first

Start with the experience, not the stack trace.

Clarity over noise

Make the next decision easier, not the dashboard busier.

Honest numbers

A missing measurement is a missing measurement. Never a reassuring zero.

A product by MFF-LABS

More time for the game.

That’s why we built Pulseframe. And why we’re sharing it.

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