The story
Mithrall is a live-service game, and live-service games crash in ways you can't reproduce on your own machine. We needed to see a spike form in real time, group 40,000 crashes into one actionable grave, and let an AI do the first pass of triage at 3am.
What started as an internal crash-aggregator became something we thought every studio deserved. So we rebuilt it as a standalone, multi-tenant platform with its own SDK, dashboard and MCP server — and kept Mithrall as customer number one, the build that stress-tests every release before you ever see it.
Dogfood, always
Mithrall is customer #1. Every feature ships to our own live game before it ships to yours — if it can't survive a Mithrall launch night, it doesn't survive at all.
Your data is yours
EU data residency in Paris (eu-west-3), 90-day retention, and one-click player erasure for GDPR. Export your raw data anytime. No lock-in, no hostage analytics.
Built for the AI era
The MCP server is a first-class surface, not an afterthought. We expect your crashes to be triaged by an AI as often as a human — so we designed for both.
AnkleBreaker Studio starts building Mithrall, a Unity live-service game.
An internal crash-aggregator is born out of necessity during early playtests.
We spin it out as Tombstack — a standalone, multi-tenant SaaS any studio can sign up for.