Tombstack – Analytics System


Tombstack - Analytics System


by AnkleBreaker


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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.