Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Adding actual analytics on Itch for our own releases

A topic by Tenkarider created 79 days ago Views: 4,973 Replies: 21
Viewing posts 1 to 5

Hi, at the current state the numbers you can track when you release a game on itch are very trivial, mostly few Gross metrics... this is not very helpful.

Few weeks ago i spent part of the time of my vacation reading the book "The Lean Startup" and it underlined the importance of analytics and KPI as instrument to learn about your business and, most of all, change and improve with time... just in time to figure out 1 week ago, that when i started to add Unity Analytics to my game, in the latest 2 years the privacy laws about analytics dramatically worsened: i'm talking about GDPR, PIPL and CCPA.

To make a long story short, all those mandatory and different laws that are under the developement's responsibility, and that with time are destined to increase as other countries will eventually make their own law, are so strict, messy and difficult to implement, (at the moment online it's quite difficult to find a specific guide or sample) and it's still suggested a professional help to understand laws for your own case.

Big companies probably don't have too much trouble with that (maybe), but indies definitely do, probably in order to stay compliant with those laws they will just won't use them in many cases, and just stick with Steam analytics which is way easier to handle without responsibilities.

And this is where Itch should provide a wider amount of analytics, i think: devs around here might not even want to buy a Steam page, let alone risk with laws for tracking analytics. So a Itch dev has a heavy lack of instruments to analyze their own releases... i often read many threads about people who can't understand what's wrong with their own games and stuff: that could be a great help.

(1 edit)

In account settings under analytics, you can add more advanced analytics settings. I don't do it so I don't know how much better it is, but it should be an improvement.

Checking around, i realized that extra analytics will be added by applying GA4 on your account... but that also means that if you use it, then GDPR, PIPL, CCPA and other crap like that will apply to your project, which is exactly the problem i mentioned in the first post.

So, which default analytics can be collected from Itch, without using GA4?

Actually, if a dev doesn't use GA4 on itch, then it doesn't have to do anything about GDPR, PIPL, CCPA, etc... right? (can you confirm that, admins?)

(+1)

Admins don't usually read the forums, that's the moderators' jobs. I do know that the only other analytics are on that third-party analytics are the only other analytics you can use on itch. I don't know what other analytics you can use, since I found that the ones provided are generally enough to gauge the success of my games. I do know that I haven't had any privacy law compliance issues, though. The analytics I have without GA4 are overall: views, downloads, browser plays, referrers, total counts per project of views, downloads, revenue, payments, ratings, and collections. (maybe overall payments if you have paid projects, but I don't so I don't know) per game: views, browser plays, payments, and referrers, and payments. Do know that in all of these you can adjust the time period for the graph. Hope this explanation of default analytics helps.

Understood, thanks. Well at this point the suggestion would be to not rely on third-party to gather extra analytics, but rather do that directly with itch, like Steam does... that would make it much safer and easier to handle for devs here.

Surely that would be extra effort for itch

Do you know what kind of analytics Steam provides? I do know that they have wishlist metrics, but those won't be relevant for itch.

It is not about just the page itself, it's also and more importantly about the analytics of the game: in first place it can track KPI (key performance indicator), like retention for example... At a second glance i also noticed that it's possible to track Steam Statistics, if you treat those statistics as aggregate variables: those datas are mostly usermade Steam variables you can create on your own, then you can make them talk with your code and can track their value as a sum of the value of all player's who played your game.

In other words it's possible to track with Statistics the progress in your game or other gameplay datas, but the actual point is that you can setup a sort of Funnel with Steam, namely the other essential instrument of analytics which allows you to track the steps which can lead to user acquisition.

I'm fine with the analytics that itch provide for the itch page, they should be exactly the required ones, but there's nothing for the game itself.

Oh, that's what analytics you want. Itch can't provide those because they are essentially a file sharing service. All they do is provide the customer with the file the creator has. After that, they don't know what happens. They don't know playtime or anything that comes after the game download. Steam, on the other hand, has a launcher as pretty much the only way to play the games, so they can get playtime, and various other metrics that are derived from that. While the itch app does have playtime stats, it won't really work since that won't reflect the whole player base, only people with the itch app.

Ok, put in that way seems that this aspect of Itch is bound to never change, suggestions aside... too bad.

Now i wonder if the web version of games on Itch can be compared to their own launcher, since i heard it can be used to gather other analytics...

(+2)
laws about analytics dramatically worsened

Oh, you mean it is better for anyone to be able to gather any data for any reason without telling and doing with that data who knows what?

I am curious, what exactly could data tell you to improve the games. You sure you are creating a game that will benefit from the type of data analysis that Unity promises? They are selling a service there afterall. They are optimised for games with thousands of players and advertisements or micro transactions. It is about making more money. But for that you need to have something to be optimised.

So, do you think you will have a game with thousands of players that is a cash generator with optimisiation potential? If so, you will also have the funds to get professional legal council. Aren't you with a publishing group? Do they not have that knowledge?

Anyway, Itch cannot provide you with things it does not collect. They can only provide data about how the files are downloaded and data about referals. But they cannot provide data about how the games are played - which is what Unity would do.

The game on your profile pages's image is published January and has 1 review on Steam, despite looking quite professional and enticing for the target audiences. Imho you do not need data analysis, you need marketing.

That is itch's problem with how they let you just download the games: they can't get any playtime metrics.

(1 edit)

I can understand your perplexity, but i'm talking about another problem: while i don't care at all about collecting personal datas, on the other hand such hindering to collect analytics gameplay datas will make life harder for developers.

I'll elaborate further: it sounds pretty much fair that new laws about privacy provide more strict rules for big companies and more transparency for the customers... the bad news is that i'm concerned for small developers (me included), which technically possess the same instruments of big companies to gather analytics... except for the fact that the minimal requirements/costs to implement and mantain a compliant setup for privacy laws just got a significant boost. Also the toll of 20 millions for breaking laws sounds definitely scary for a small dev, especially because you might simply fear that you made a little mistake or an oversight, or simply you need to keep mantaining as law change and new ones appear.

I can easyly imagine small dev avoiding that risk (i'm gonna avoid it), on the other hand big companies surely possess the means to just fix their stuff... they can also afford the risk since they are big enough, at the moment they are just updating their policy and seems that it's not even 100% compliant to those laws.

This just means that the gap between small dev and big companies will spread further, since they possess more powerful instruments to collect their game analytics, also big companies already have money and visibility, so small devs actually need analytics much more than them.

Which datas can help you? Many. First of all KPI (Key Performance Indicators) and Funnels (the steps that lead the players toward User Acquisition), and eventually also custom Parameters that the dev might need to setup. Analytics shoud be used since the very beginning and also after achieving success (if you manage to reach that point).

Said that, data on their own are just numbers, the point is how you use them: the main purpose is learning, also you learn from your players by analyzing the right ones, the one your project needs. Also how to collect them and for what reason is fundamental: you need to make several experiments, build after build, the most practical technique is called Split testing or A/B testing, and comparing the differences in analytics among the tests it's possible to obtain emphiric progress, namely Validated Learning. A lot of iterations are required and many will fail, that's why it's necessary to start ASAP and shorten the time between iterations as much as possible.

Some of those things i mentioned are core principles of the so called Lean Startup: a wide concept born for Startups but it has been demonstrated that it can be extended to inner branches of big companies, and obviously even smaller contexts... Like making a videogame. This process works and there are several proofs of success, what is most important is that this approach heavily revolves around concrete, emphirical and accountable data, which bypass archaic approach about forecasting marketing plans and stuff and has as main purpose only learning how to build a sustainable business, it is all about efficiency, starting quickly with a MVP (Minimum Viable Product) and iterate on it quickly, by approaching early adopters both by meeting them and by their analytics. All this speed and minimality is about avoiding to waste time and resources on a finished product that you might not even know if consumers are even interested at.

I can suggest to anyone interested in creating something to share with others this book which has been written from the inventor of the Lean Startup: 

https://theleanstartup.com/

To be honest it would deserve a dedicated topic, but it was worth to mention it even now. I spent more or less the latest 5 years on developement doing exactly all what that book tells to not do, and to be honest i'm quite late on my current game as well, so it's more like an attempt to save it, rather than planning a smart developement from scratch, shame on me...

So yeah, datas have power and they must not be associated only to big companies, normal people can use them, even me and you.

My publisher is very small, and to be honest i ran out of budget and resources, i did not met their expectations but that's not the point. In other words at the moment i'm on my own, pretty much like a solo dev, so it's up to me to make a change, and i won't wait that change will descend from the sky. It is also about learning on my own about developement, marketing.

I need datas and interaction exactly to improve my numbers and the game itself, more precisely improve it towards the right direction. Everyone needs that.

I guessed that If Steam could collect game datas, then maybe even Itch could do that... or starting do that. At the end of the story if devs can rely on Steam to collect datas on games, that's a huge advantage Steam has on itch, from my perspective it's just a missed opportunity to collect gameplay datas both from Steam and Itch. More precisely the advantage that Steam has is that it doesn't rely on third party to collect those datas, hence the dev won't have to mess with GDPR, PIPL, CCPI, unlike Itch with GA4... and that helps to strenghten the monopoly of Steam, especially starting from 2024. That was the point of my suggestion, after all this branch of Itch community is about ideas and suggestions from users.

Despite i talked about the advantages of Steam, in any case it doesn't offer an A/B testing with their analytics, i'd need a third party (Unity Analytics or Firebase) for that, so it's in any case a big loss for us, really.

I definitely need marketing, but i also need analysis as well, i don't know if i should iterate among both or if i should start from analytics before, until i gather some concrete proof i'm doing things right, but at the moment i'm focusing on gathering all the information i currently have and planning the strategy that i will follow from now on, surely a lot of experimentation will follow as well.

(PS. sorry, what a wall of text >_< )

I was talking more like how or which data would benefit your project(s). Not how data can be used in general.

That nexus game is singleplayer with very low price. What would even be a kpi for such a game? You can use data to check how your advertisements worked (both, ads in the game and ads for people to visit the game). Or if you have dlc, at which points players decided to buy the dlc. But especially that a-b testing is made to test how advertisements and microtransactions perform against each other.

Sure, with the system used for achievements on Steam you might tweak the game's difficulty. But for that you need active players playing the game in the first place that might even complain the old fashioned way how this and that would be too difficult. Instead of being watched over their shoulder how they play the game.

I am not sure what the situation is with that publisher, but all the games of that publisher on Itch are currently not indexed. So if we are still talking about that nexus game, I suggest you look into having a web version as a demo. There you might even collect anonymous play data without trouble. A very successful example for the genre is https://thejaspel.itch.io/backpack-hero . The nexus game looks rather professional, so I attribute the lack of audience to a lack of marketing. I found the release trailer. It has 70 views. This thread here has 1000 views (which is a lot for Itch threads).

It depends on which growth engine i decide to use (Sticky, Viral or Paid), basically they are 3 different ways to improve user acquisition, they all work in different ways and to know if they work, they need the developer checks 3 different groups of KPI... for example at the moment i'm assuming my game requires the Sticky growth engine, which relies upon those KPI: retention, churn rate and compounding rate.

After 8 months is evident that my game is not selling decently and not even engaging with the demo (tbh i don't remember how many wishlists it has at the moment, but it's not relevant: wishlist alone is just a vanity metric, if not supported from actual numbers).

What it's less evident is the specific reason why it's not selling/engaging, from the outside for example it might be because i'm skrewing with marketing... and that's true as well, but on a closer scope Steam said some time ago something more accurate, with the KPIs collected from my tiny early numbers: 70% of those few players dropped after 10/less minutes, besides the retention after 1 hour of gameplay was below the average... in other words my retention KPI sucks.

Is it because my game sucks? Maybe, but the answer isn't necessarily yes or no: it can also mean that in the first 10 minutes of the game something silly happens and that makes players stop playing... and that was true, in the very first releases i put a scripted story event which would enforce the end of the run (permadeath), in order to show a specific story and to close the tutorial run: it wasn't a good idea, since the game is quite tricky and minimal at the same time, 10 minutes of gameplay are not enough to introduce the player enough of those unique features, so the players probably wouldn't be convinced from just that first run.

After noticing it i removed that custom event interruption and it will happen only when the player will actually lose. Did it work? I need more datas to know the answer but for example a (probably quite small) streamer played it for maybe around 1 hour (i'm assuming that because he told he tried 5 runs, heck i hate the video on twitch wasn't highlighted... i missed a huge change to study an actual unknow player's playthrough), so maybe it's a good sign, we'll see. Anyway he still stopped within 1 hour probably, and mentioned that he didn't perceive enough progression while iterating more runs.

A friend of mine (i didn't asked him to play) actually enjoyed a lot the very first release and played it for maybe more than 20 hours, i actually had to stop him since at that stage it was still missing lots of features that i wanted he could experience. He told me a quite signicant thing: for the first hour he admitted he played the game because it was my game, but then he started to grasp the core gimmicks and understood what to do and where to go... and that's the point: i need to work on the first hour of gameplay, and that, said in another way means the same thing: i need to work on retetion (more precisely first hour retention's range), even my publisher told me that.

And that's the importance of KPIs: default analytics of itch can't tell me that degree of detail, on the other hand Steam told me that information, but it's not a one-time event: you need to keep monitoring your relevant KPIs and understand if they are improving after new changes.

I could ask to actual people who played the game on a fair event, in 2 days about 32 people played it, but the permadeath gimmick cannot be tested in such events, since almost 100% of times a permadeath means the player will stop playing.

I might even ask on forums about sharing opinions about the game: as a matter of fact some tens of people downloaded the game but no one wrote to share opinions, let alone sharing about the fact that after 10 minutes they would stop playing... and that's quite obvious, why would they have to lemme know that? I won't blame anyone for that, i wouldn't to that as well.

Fortunately, analytic datas can speak for players: even if tens of people played the game without telling me that, their analytics told me that issue about retention... not like it's the only one, but there's no doubt that KPI are a powerful tool that devs should learn to use.

Assuming i could spent a significant amount of effort, time and money on Ads, if did that some month ago, that retention would never allowed the demo to convert the player into the full version (purchase), so i would have wasted tons of resources without understanding that problem.

By the way aren't in-game ads supposed to be used for Mobile games? The game is Premium so i'm afraid it cannot work, one day we'll make even the mobile version but that's another stage of developement. No Dlc for now, i should wait at least until the base game starts to sell decently. On a side note shouldn't Ads surely imply that you have to deal with GDPR, PIPL and CCPI?

About the A/B testing, even me i thought the first time i learned about it that it was supposed to be used only for mobile and monetization, but that's wrong: it can (and should) be used for your MVP as well (in my case the released game which keeps getting updated), because it actually works for that as well! What you test with the A/B testing is how KPI and funnels behaves differently among the two versions of the test.

While i mentioned statistics of Steam and i know they are supposed to be used for the achievements, actually i was talking about another use of them: while it's true that you can create specific achievements to create a sort of Funnel, that will work only for the full game. The problem is that, especially in the early stages, what you want to track is the demo, which is the closest thing similar to your MVP, and it's bound to have much better gross numbers than full version. Steam Statistics on their own are simply custom variables, until you match them with achievements they won't even talk among each other. The actual interesting property is that you can setup such statistics in order behave as aggregate global datas which can be tracked from Steam as you can for their analytics... and that's how you can setup a sort of funnel for the demo as well (it doesn't even requires extra assets like GFX for achievements), i'm gonna try to make them work in the next days.

Funnel is probably even more important than your KPI: they are the steps which lead to user acquisition (purchase), if you manage to learn where the player is gonna decide wheter to purchase or not, then you can setup a list of micro-steps of gameplay which leads to that point... something like 1 - The player watches the intro; 2 - The player finishes the first dungeon; 3 - The player finds the second artifact; 4 - the player triggers the first boss event; 5 - the player reaches the end of the demo. Does the players accomplishes all those steps? Does the funnel have an actual match with purchases? With analytics you can convert those steps in % values and improving them after lots of A/B testing, and/or changing the funnel on the way.

Of course, A/B testing to be effective should be done with new users, but that's another problem to handle and is rather about the page analytics (that luckily even itch can offer)

Wait they are not indexed? (To be honest i don't even know if i should be surprised or not, i don't know causes and neither implications of indexing) That probably explains why they cannot be found on the search bar. Yeah it's The Rogue of Nexus game what i'm talking about but i didn't want to use this thread to talk about it (it was about analytics in general, but i sticked with that to explain better about KPI and funnel).

I should learn more about that web version you're talking about, maybe it could be a good idea for the demo, i don't know... so you can collect different datas than default ones and in that case without GDPR, etc. getting involved?

For indexing problems in general read here . But the rogue of nexus was last updated over 40 days ago. And none of the other games are indexed either. A game can get delisted temporarily after an update and waiting times can be over 40 days to get redindexed. But with several games I suspect other reasons. There is also no link on the publisher's homepage to Itch and they claim to be the developer on their homepage.

If you have split ways with the publisher you should look into the legal situaion if you still own your own game and how things are for publishing. While being a different magnitude, the developers of Pathfinder Kingmaker found out the hard way that they do not own their own game.

The Itch version appears #2 on internet search, so I assume it was indexed once or there are enough links to the games for search to find it. #4 is the youtube release video with 70 views.

A web version would not work on Steam of course. But it could be uploaded to other platforms or your own homepage. And you will see games that have in their settings check boxes for sending anonymous data. Also, I imagine you could collect certain data points about how the game is played without worrying about personal data protection laws. That's not gonna work for things where you connect the data to people.

Those kpi things you mentioned are for subscription based games. Especially the churn rate. You do not have a churn rate. Of course you could try to estimate how good your game is, by how long people play it. But you would need a lot of players to begin with to try extract why people like the game.

So my opinion about applying kpi for a game like rogue of nexus can be summarized by this short reddit from 2 years ago https://www.reddit.com/r/gamedev/comments/13y8tcy/what_would_be_potential_kpis_f...  

I believe finding honest play testers for development and marketing the game to the target audience to be more helpful than looking for obscure data points that will only be usefull if you already have enough players to have statistics. It is the also the idea behind https://itch.io/board/255031/get-feedback , but there is not that many readers there. Finding unpaid honest testers is hard, so I understand the desire to replace that with data analysis.

The thing with the early death confuses me. I happen to play a roguelike here and there. It is part of the game mechanic. People of the target audience would not be deterred by the very game mechanic they liked and which made them try the game. They like difficulty. If there is a miscommunication and players think this to be a regular rpg and then they are confronted with the roguelike style restart, that's a recipe for disliking the game. Regular rpg do have bad ends and game over screens too, so it is not that obvious that dying here and there is the way the game is meant to be played.

Uhm, i see... reading about indexing, unless it actually is about a lack of link to itch in their site, all the rest seems to be regular. Also in the first days of their releases, if i was typing in the search bar of games the name of their released game then they would appear, after some time they stopped to appear. I let the publisher know, they asked to Itch about that one, we'll see if they can elaborate further on what happened.

I'd not call a separation, as a matter of fact they own the IP, i'm under contract and it will extend further after making the mobile version (not anytime soon), i also get royalties on it. Aside this current stagnant scenario, not that much has changed along the process.

So you mean like uploading the link to web version of itch game on your profile and possibly to other profile's platforms? Maybe this week end i'm gonna do a random test to know more about those data settings.

Ok maybe it could be the wrong growth engine i designated, need to make a double check but after all the point of what i'm doing with analytics is about learning and learning, figuring out the proper engine and the connented KPIs are among the information i have to learn, after all i'm just starting with that so there's a lot i have to understand.

Sales i think it's a vanity metric, despite clearly an high value vs low refund surely means there's some earnings. Anyway it's necessary to track also if they become stagnant over time; I guess play time and retention might be considered pretty much the same thing unless i'm missing an intrinsic difference; For the completion rate i think for the demo it could match with the Funnel i mentioned, for the full version instead, while for Steam probably achievements/Statistics are enough, i wonder how i can track that outside Steam; i guess i'm gonna keep an eye on that number of sessions as well.

Anyway, despite it's required that to be new users in order to be genuine datas, actually for A/B testing about 10 people is enough. While it's called A/B testing, it's not implying that the target of such experiments will be actual testers, they are just players. Unity for example had a A/B testing function which basically would target a designed % of random players among the total, and you could collect the differences among analytics... without such help unfortunately what i can do instead is simply swapping with an updated build and grasping the data differences among new users... obviously this workaround is much worse, that's why it's a shame that restriction on third parties. (it's a drammatically slower process, compared to that)

It's not like i'm trying to replace testers or actual people feedback: what i'm saying is that both should be integrated in the learning process. Also, any source of information serves a different purpose and allows to learn different information among them: for example meeting people on a fair event allows to listen both their feedbacks but also their unexpressed reactions (you need to notice them); analytics datas are more generic and KPI driven but i can grasp those datas from distance and potentially as a stable flow over time, without spending more time/resources than the required one to analyze such datas; maybe it's a tad late for me to talk about testers, but i think what i should search for is for the so called early adopters (players which stick with the game at an early stage of developement, despite being WIP and with flaws), i should have started several time ago, but perhaps what i'm missing is something like a dedicated Discord server for my game, in order to start making grow a community around it.

Once i finally manage to setup and planning for the analytics i'm gonna release an update and start to add more presence of my game here and there, i noticed that thread... anyway i'll seize any other opportunity, at the proper time.

Roguelite to be more precise, in my case. That scripted early death doesn't exist anymore, you lose only when you lose now. I think as i mentioned before that the problem was that such run end was called too much early: it takes more time to show extra interesting content of the game, but i must also consider to make that happen sooner, i'll evaluate that, and this is where analytics can help me in knowing if i'm doing it right. Said that, it 50% resembles a classic RPG, so i cannot exclude the chance there's a miscommunication of the genre, if there's a way to figure that out, i'll try to track that info as well

So you mean like uploading the link to web version of itch game on your profile and possibly to other profile's platforms? Maybe this week end i'm gonna do a random test to know more about those data settings.

That game just looks like it would be playable in a web version. And a web version is a good tool to spread a demo version of the game. If you do that on the typical web game hosters (including Itch), you might get comments on those pages and gather some feedback. But it boils down to the old problem. You need to gather traffic and potential players, and that does not happen just by existing.

If you have enough traffic you can worry about collecting statistical data and I assume that is easier on a web version, since people typically need to be online to play anyway. You still should make sure that the data you collect is either agreed upon by the player or not relevant under personal data protection laws.

For that kpi and growth engine, better double check if that theory is even applicable. That theory stuff is for a different kind of games. You do not have retention. People might play the game for 10 hours and be done with it - in a good way. Retention is something for games that aim to have regular plays for months and sell their services. Like advertisements and microtransactions. Only for that you need that thing called retention. Sure, for some games a high game play time indicates that some people like playing the game a lot.

Roguelite to be more precise, in my case.

I do not really differenciate between those and both have nothing to do with the game Rogue anyway for a long time.

If you consider your game a roguelite, than actually, the early deaths and many deaths would be an essential game mechanic. The key difference between a -like and a -lite is the advancement by death. It is not unlike how you advance a clicker game incrementially by restarting and getting a bonus for that. In a rogue-lite you do the same, only the restart is a perma death of your old character. And in the meta-game, even a rogue-like has advancement since the player has more knowledge.

Communicating what your game is, is important. But unfortunately, you cannot rely on terms like rogue-like and rogue-lite for that. Most people do not know the difference or care. You better spell it out in the promotional material.

When you say gather traffic i guess you mean always the same thing required for any store page, right? Anyway what you said about the player agreeing ringed a bell, and in fact, after a double check, i found out that even in this case (web version) it falls under the GDPR, PIPL and CCPA laws so again from that perspective we're back to square one, with Itch. In any case it's worth to consider that option for gathering more feedbacks on itch.

Yeah, i'll check it out for KPI and stuff: afterall all that learning thing is about making assumptions and then prove them right or wrong with datas, metrics i think are more about knowing if you're doing it wrong, rather than the opposite... an anomaly in datas can also mean that something wrong is happening in a specific point of the game (or a specific point of the loop).

Mh, is that the case for the genre? On reddit there are 2 different groups about roguelites and roguelikes, the second one in particular won't allow to talk about roguelites, i guess the niches will care more about that... In any case i'll try to be more specific, thanks

I think this thread has the highest words to posts ratio of all topics on itch.io.

Haha a new KPI

Sorry for the text but it was worth to explain, books have been written about that and several jobs revolve around this argument... and i barely scratched the surface. (and yes, when i start to explain stuff the post becomes long)

By the way i released the update for my game today, hopefully the current setup of the metrics will provide useful... time to start another approach

Yeah, that is a metric that itch needs. But where is your game? I don't see it on itch

(1 edit)

Oh, i was just kidding on that metric... i hope long text is not a negative thing then.

Mh, right... even if on my profile you can see the banner of it, it is currently deindexed so a search in the game list won't do any good (may be different if you do that in the search bar of the community). Maybe you can have more luck with the name of the publisher still in the banner: if you find their page, then you should be able to recognize that game's page

EDIT: actually nope, you'll rather find it by searching for PowerUp Team instead