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Your game runs fine on your machine. That is the problem.
Tombstack tells you what actually happens on players' machines: the exception nobody reported, the crash that left no log, the hang that turned into a one-star review. Crash and analytics built for game studios, by a game studio — and free for games under 10 peak concurrent players.
This asset is the front door. It installs the Tombstack SDK in one click, pins it to a published version, tells you when a newer one ships, and carries a full searchable manual right inside the editor.
THE AUTOPSY, AUTOMATED
You do not write a reporting layer. Link the project once and the SDK reports on its own:
- ✔ Unhandled exceptions on every thread — plus unobserved Task exceptions and AppDomain failures, grouped by stack signature so 40,000 crashes become one grave
- ✔ A rolling session log uploaded with each report — the difference between a stack trace and knowing what the player was doing
- ✔ Unclean shutdowns and OOM kills, caught on the next launch by a session marker, because those never reach managed code at all
- ✔ Breadcrumbs — a 50-entry ring buffer, so the report tells a story instead of showing a line number
- ✔ Session heartbeats for live CCU, session counts and your crash-free rate
- ✔ Frame statistics — average FPS, slow-frame percentage, hitch count, worst frame — plus an app-hang watchdog
- ✔ In-game bug reports from players, with a screenshot attached
- ✔ An offline write-ahead queue that retries across launches — a player on a plane still reports
MORE THAN CRASHES, WHEN YOU WANT IT
One-line calls, batched in the background:
Tombstack.SetUser("user-123");
Tombstack.AddBreadcrumb("Entered the boss arena");
Tombstack.TrackEvent("level_complete");
Tombstack.ReportBug("The door will not open");
Plus a standard taxonomy the dashboard already understands: progression funnels, economy sources and sinks, purchases in minor units, ad impressions. Progression answers the question a crash dashboard never does — where do players stop playing?
AI TRIAGE OVER MCP
Point Claude or Cursor at your graveyard with the Tombstack MCP server: crash summaries, signature drill-downs, bug reports and triage actions. Sixteen tools, one config block.
WHAT THIS ASSET ADDS
- ✔ One-click install — no Package Manager git URL to copy by hand
- ✔ Pinned to a published tag, so your whole team resolves the same code
- ✔ Update notices — once per version, in the console, never a popup that steals focus
- ✔ A Welcome window whose four-step checklist reads your project and ticks what is actually done
- ✔ A 19-page in-editor manual with cross-tab search and buttons that perform what they describe
- ✔ A CLICKME asset at the package root: status, plus one button for everything
PRIVACY, HONESTLY
Turn on Require Consent and nothing is captured, queued or sent until your game calls SetConsent(true) — heartbeats included, and server-triggered log pulls too. Before you identify anyone, devices are told apart by an identifier derived on-device and salted with your game token: the raw identifier never leaves the device, and the same device is unlinkable across games, including your own.
CCU-PEAK BILLING
- ✔ This asset: free.
- ✔ The SDK: free, MIT licensed, source in a public repository.
- ✔ The service: free under 10 peak concurrent players, no credit card. You pay for your monthly peak CCU — not seats, not events — and crash ingestion is never throttled.
Also available: a standalone native C/C++ SDK, a command-line tool, and the MCP server above. Unreal Engine support is on the roadmap.
Tombstack — More infos on: https://tombstack.com
🛠️ We also offer other quality & productivity tools for Minimaps, Cinematic Cameras, Manager Initialization, Radial Menus, and more.