vPlatform
Crash rate now means crashes — and a new panel for where players quit
FIXEDEXPECT YOUR CRASH RATE TO FALL, and your crash-free percentage to rise. Neither is an improvement in your game; the numbers were measuring the wrong thing. Crash rate counted every report your game filed, and most auto-captured reports are handled exceptions — errors your code caught and carried on from, where nobody lost anything. So the headline was a blend of “players lost the app” and “a caught error was logged”, two things that move for entirely unrelated reasons: add exception reporting to one screen and your crash rate climbed without a single extra crash. A crash now means the process died — a hard crash or an unclean shutdown. The size of the drop is the size of your exception volume.
NEWAll errors, as its own metric beside the crash rate, with the per-kind split. This is what the crash rate used to be, kept because the total volume of things going wrong is a real signal — it just is not the crash rate, and mixing them meant neither question could be answered. Crash-spike alerts now state both, so you can tell a crash surge from an error surge without opening the dashboard.
FIXEDCrash-free sessions, crash-free players, per-build release health and the crash-exposed audiences all used the old definition, so one caught exception marked a whole session as crashed. Release health moves most visibly: a build that merely logs more caught errors no longer looks less stable than one that actually dies more often — the judgement that table exists to support during a rollout. The audience effect is worth stating plainly: “crash affected” was selecting players who had a perfectly good session with one caught error, and those people were being sent an apology for a crash they never saw.
NEWA “Where players quit” panel: how many left, how long they lasted, how many sessions they played, and — the part you can act on — what the last thing they did was. Crash-on-exit is shown beside the same figure for players who stayed, because the gap is the signal and the number alone is just your crash rate in a scarier font. Players who left without firing any event get their own line rather than being hidden, since “we cannot see where they went” is itself worth knowing, and usually means the game is not instrumented at the point people are leaving. No SDK update needed; instrumenting progression events makes it far more specific.
NEWLive Fleet answers what is actually happening right now: which servers are up, which are running matches, who is in them, and who is having a bad time — crashes as they land, the signatures behind them, frame rates, and the players below a playable framerate. Servers running matches was never a missing feature; your SDK has been sending the match id all along and nothing on our side read it back. Refreshes every 10 seconds. An idle server is shown separately from one with players but no match reported — the first is capacity you are paying for, the second usually means match correlation is not wired up.
NEWWhy the process died, on the crash breakdown: exit type, the raw OS reason, and the signal. Your SDK has been sending this on Android since 0.17 and nothing read it. On mobile it is the most useful fact about an unclean shutdown — the OS killed you for memory, you hung and got ANR'd, and you took a SIGSEGV are three different bugs with three different owners, and the graveyard showed all three identically.
FIXEDDedicated servers were being recorded as players with an install date. A server's heartbeats carry a real user id, so “has an id” was being read as “is a person”. Your displayed numbers were never affected — retention, new users, DAU and the concurrency we bill on all excluded servers correctly — but the underlying records were wrong, and they are now being cleaned up automatically.
NEWMore ways to build an audience: players who returned two or more times in their first 24 hours, total visits, country, and players whose typical framerate sits below a threshold. Plus a day-one panel showing how many new players came back a second, third, fourth or fifth time within a day of installing — the earliest honest signal that a campaign bought you players who actually want the game.