Gamearly API v1
Dashboard

In-game events / Wiping data

Wiping data#

Integrations go wrong. A debug build points at production, a loop double-reports, the event names come out as Killed_Boss_v2_FINAL. Rather than leaving a project permanently stuck with numbers nobody trusts, the data can be deleted and started again.

POST /v1/events/wipe_test#

Deletes all test-mode data for your project. Requires events:wipe, which only your private key (gak_prv_…) holds — a key shipped inside a game build cannot delete anything.

{ "confirmation": "your-project-slug" }
{
  "started": true,
  "scope": "test",
  "planned": { "events": 12043, "player_event_totals": 88, "daily_metrics": 140,
               "timers": 3, "identities": 12, "player_profiles": 12 }
}

confirmation must equal your project's slug or id. It is not ceremony: a wipe fired at the wrong project by a mis-set environment variable is exactly the mistake worth designing against, and a token that has to match this project catches it before anything is deleted.

Runs in the background. Events already in flight are discarded rather than landing after the wipe, so the tables do not quietly refill a few seconds later.

Wiping live data#

Not available through this API, on purpose

Deleting real player history is done by a project admin in the Gamearly dashboard, where they first see exactly how many rows would go and then type the project name to confirm.

The reasoning is the same one behind the confirmation token above, taken one step further: a key embedded in a shipped game is extractable by anyone who owns the game, and "delete this studio's entire event history" is not a capability that should exist behind it.

What a live wipe does not do: it never reverses a granted reward. Quest progress on incomplete event quests can optionally be reset, but a quest already completed stays completed — its reward may be a digital key already sitting in a player's vault, and a data cleanup is not the right place to take that back.