Any team. Big game. Clear signal.

Crash reporting, player analytics and release health for game studios of every size, solo to AAA. Built by a game studio.

Free up to 10 peak CCU. No credit card required.

Ships todayUNITYGODOT 4WEB / TYPESCRIPTNATIVE C / C++UNREAL · VIA C ABIEngine capabilities differ. Dedicated .uplugin and native symbolication remain on the roadmap.

Every signal. One workspace.

Crashes, player reports, retention and live sessions sit side by side. Go from “something broke” to “here is why” without stitching tools together. Try the sidebar.

tombstack.com / your-gameSample data
Your game / GraveyardThe Graveyard
Build 0.9.4
Crash-free99.2%
Affected players12
Issue groups3
  • CRASHInventory.Equip · NullReferenceExceptionStack trace · breadcrumbs · affected devices1,284Walking
  • REPORT“My quest log is empty after loading.”Player report · screenshot · session context9New
  • EXCEPTIONSaveSystem.Write · IOExceptionFixed in 0.9.4 · watching for a regression312Resolved

Two devs or two hundred. Same questions.

However big the team, the answer to what broke, for whom and since when is scattered across crash logs, player feedback and release notes. Tombstack keeps them in one workspace, so the story is already pieced together when you sit down to fix it.

The life of a crash.

From the frame it breaks to the build that fixes it. Illustrations use sample data.

I · Caught

The moment it breaks.

Exceptions, native crashes and unclean shutdowns arrive with the stack, the last breadcrumbs, the device and the build. Offline players are queued and sent when they reconnect.

II · Grouped

A thousand reports. One grave.

Every crash gets a server-side signature, so the same bug groups across builds. You fix an issue once instead of reading the same stack 1,284 times.

III · Triaged

Walking graves first.

Open issues are walking graves, fixed ones are laid to rest and noise can be ignored. Client and server crashes stay apart, and new signatures or crash spikes post to your Discord or Slack.

IV · Laid to rest

Make sure it stays buried.

Regression detection watches every resolved issue. If it climbs back out in a new build, Tombstack flags the regression and shows which release brought it back.

Understand the build. Understand the player.

Retention, funnels, sessions and live players sit next to your crashes, so “did this build hurt anyone?” has one place to be answered.

Figures below are sample data

Retention cohorts

Compare up to four cohorts by country, OS, device or build. Immature days are withheld, never guessed.

Funnels

Find the step where players stop.

  1. Consent100%
  2. Tutorial done71%
  3. First match54%
  4. Came back day 238%

Sessions & players

Follow one player’s session, from first heartbeat to the crash, linked to the server they were on.

Dashboards

Seven starter templates and a widget library. Save the views your team checks every morning.

Environments & builds

Playtest numbers never pollute production.

Bug reports from inside the game

Players describe what went wrong; the report arrives with a screenshot, the session and the device.

“My quest log is empty after loading.”
Read how each view is computed
Bootstrap.cs
using AnkleBreaker.Tombstack;

// Your game's ingest token (tmb_…) from the dashboard.
Tombstack.Init("tmb_<your-game-token>", "https://tombstack.com");
Tombstack.SetUser("player-123");
Tombstack.ReportBug("Quest log empty after loading", "ui");

Keep the context. Bring your AI.

Connect a compatible AI assistant through MCP to explore crashes, sessions, funnels and cohorts with you. Your team decides what it can read and which actions it may take.

MCP tools
38
Data retention by plan
30–90d
Peak CCU free
≤10

Hosted MCP is an optional add-on: €20/mo or $22/mo. Keys start with tmb_mcp_, separate from your game’s tmb_ ingest token.

Set up MCP
Your assistant · Tombstack MCPExample

Compare retention for these two cohorts, then show me which builds need investigation.

  1. get_retention_cohorts
  2. list_signatures
  3. analyze_signature

The France · Android cohort keeps more players at D7. Build 0.9.4 introduced one new crash signature in Inventory.Equip; it affects the cohort that churns most. Start there.

A small studio desk at night by a rain-streaked window: a laptop, a controller, a sketchbook and a mug.

Built by a game studio.

Tombstack is made by AnkleBreaker Studio and used in our own game development every day. We built the tool we wanted at 2 a.m. after a playtest: honest numbers, sample sizes beside every rate, and nothing that pretends to know more than the data does.

  • Crash and bug reports never count toward your bill.
  • Rates are withheld when a sample is too small to trust.
  • Telemetry is stored and processed in the EU (AWS Paris).
Meet the studio

Free while you’re small. Fair when you’re big.

Start free up to 10 peak CCU. Above that, pricing follows your monthly peak concurrent players on a graduated ladder, and each peak CCU includes 35,000 rows of events, metrics and heartbeats. Crash and bug reports never count.

You don’t need a credit card to create your workspace. The free tier includes 350,000 rows; beyond the allowance, rows cost $3 per extra 100,000 rows. Publishers and large live-service studios can also take an Enterprise agreement, scoped to the engagement.

players online at the same time

Slide through 0–2,000 CCU, or type a larger peak above.

$60

Estimated platform price / month · USD

The first 10 peak CCU are free. Graduated pricing applies above that. This estimate excludes taxes, optional add-ons and custom agreements. Monthly peak is not your total registered players.

Each peak CCU includes 35,000 rows of events, metrics and heartbeats a month, then $3 per extra 100,000 rows. Crash and bug reports never count.

Full pricing

A few good questions.

Is Tombstack a good fit for both small and large studios?

Yes. A solo developer can start with a free workspace and a single game. A larger studio runs many games, environments and builds in one workspace, with owner, admin and member roles, and pays on peak concurrent players rather than per seat; publishers and live-service studios can also take an Enterprise agreement. Either way, crash reports, player analytics and saved dashboards live together, so nobody has to build their own telemetry backend.

Can I start before my game launches?

Yes. Connect a development build or playtest and verify the SDK integration. Keep environment and build information with your events so you can distinguish testing from production when you analyze the results.

Can I compare retention by country, OS or device?

Yes. Compare up to four cohorts with independent first-seen periods and crossed filters. D1, D7 and D30 results include denominators and coverage. Immature or insufficient results are withheld rather than presented as reliable scores.

Do I need an advertising attribution integration first?

No. You can already investigate the country, OS, device, build and time-period data your integration reports. Automatic attribution to an ad campaign is a separate integration; a date comparison alone does not prove that a campaign caused a change.

What does the free tier include?

The platform is free up to 10 peak CCU and 350,000 rows of events, metrics and heartbeats, with 30 days of data retention. Higher CCU follows the published pricing ladder, and rows beyond the allowance cost $3 per extra 100,000 rows; crash and bug reports never count. Optional hosted MCP is billed separately; see Pricing for the full terms.

Will every engine capture exactly the same information?

No. SDK capabilities depend on the engine and platform. Unity, Web, Godot and native integrations have different capture paths. The download and setup guides explain the available features and current limitations.

You bring the game. We bring the signal home.

Build something players want to come back to. Start with a clearer view of what they experience today.

Free up to 10 peak CCU. No credit card required to start.