GEMHUNT — live engagement

gamescoresessiongenreccu joins/hrfav/1k updatedfillchartvisitssrv trend %steadinessccu shape
genre — a * means session was ranked GLOBALLY because that genre had under 10 games to compare against; otherwise it is ranked within its genre.
score — composite: 50% session length (percentile within genre) + 30% fav/1k + 20% trend, each as a percentile among non-AFK games. Ranks people are gripped right now. It is deliberately NOT a growth predictor — every growth signal tested came back at chance. Use it to pick what to open and play, then judge.
session — average minutes per sitting, from CCU ÷ join-rate. The engagement measurement. It is not a growth predictor (tested: adds +0.0000 over CCU + age) — it tells you people are gripped, not that the game will scale.
joins/hr — arrival rate. Acquisition, independent of whether anyone stays.
fav/1k — favourites gained per 1,000 joins. Bookmarking is deliberate, so this reads as intent-to-return. Favourites move in 61.4% of 15-min intervals.
updated — days since the developer last published. Green ≤7d (actively worked on), red >30d (likely abandoned). You are buying a team's attention as much as a loop, so a stale game with good engagement is a different asset from a live one. Not in the score — it is a risk signal, not an engagement measurement, and the 3-day retro will say whether it deserves weight.
fill — share of server capacity actually occupied, on the top-20 shortlist only (servers/Public allows just ~3 requests/min). Shown only when the server list covers ≥80% of the game's real CCU. It often does not: the endpoint appears to hide FULL servers, so a packed game can return 1 server and a misleadingly low fill — Clean The Puzzle Gallery would have displayed "28%" computed from 2% coverage. Those are blanked rather than shown.
chart — best Roblox chart position seen recently (up-and-coming / top-trending / top-playing-now), from Scout's explore-api capture. red + "ad" means isSponsored — bought placement, not earned discovery. Blank = not currently charting.
trend % — CCU change across the tracked window. Sortable.
steadiness — coefficient of variation of CCU. Low is a WARNING, not a compliment. An AFK/idle farm has a frozen player count because nobody ever leaves. Pond median is 0.081; the three longest-"session" games measured 0.011–0.051. Rows flagged ⚠ pair a >25-min session with CV<0.06 and are hidden by default — that combination is AFK farming, not engagement.
srv — max players per server. Small servers mean a game can be observed almost completely; large ones cannot.