About Tombstack - Analytics System
- Tools, Systems & Learning > Game Templates & Systems
- Tools, Systems & Learning > Development Tools & Automation
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. 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 many crashes become one grave. A rolling session log uploaded with each report gives you the difference between a stack trace and knowing what the player was doing. Unclean shutdowns and OOM kills are caught on the next launch by a session marker, because those never reach managed code at all. Breadcrumbs — a 50-entry ring buffer — let the report tell a story instead of showing a line number. Session heartbeats provide live CCU, session counts, and your crash-free rate. Frame statistics include average FPS, slow-frame percentage, hitch count, worst frame, and an app-hang watchdog. In-game bug reports from players come with a screenshot attached. An offline write-ahead queue retries across launches, so even a player on a plane can report. One-line calls batched in the background let you set users, add breadcrumbs, track events, and report bugs. Plus a standard taxonomy the dashboard understands: progression funnels, economy sources and sinks, purchases in minor units, and ad impressions. Progression answers where players stop playing, a question a crash dashboard never answers. The Tombstack MCP server gives you crash summaries, signature drill-downs, bug reports, and triage actions with sixteen tools in one config block. What this asset adds: one-click install with 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 without focus-stealing popups, a welcome window with a four-step checklist that reads your project and ticks what is done, a 19-page in-editor manual with cross-tab search and performing buttons, and a CLICKME asset at the package root for status and one-button everything. 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 on-device identifier salted with your game token; the raw identifier never leaves the device, and the same device is unlinkable across games, including your own. This asset is free. The SDK is free, MIT licensed, with source in a public repository. The service is free under 10 peak concurrent players, no credit card required; you pay for your monthly peak CCU, not seats or events, and crash ingestion is never throttled.