Quick answer: Keep Backtrace if you ship native C++ code on PlayStation, Xbox or Switch, or process crash volumes in the millions. Its Standard plan costs $600 to $1,200 per user per year. If you are an indie team shipping on PC, Steam Deck, mobile or web, Bugnet covers what you actually need for a fraction of that: automatic crash and error capture, an in-game bug report widget, a tracker, Steam reviews and public known-issues pages, at $19 or $79 a month for the whole team.
Backtrace has a well-earned reputation in game development. It ingests native crash dumps from engines, drivers and console SDKs, symbolicates them, and lets large studios deduplicate and query crashes at enormous scale. Most indie teams do not have that problem. They have a few thousand players, a Steam page, a Discord server and a budget measured in tens of dollars a month. Here is an honest look at when Backtrace is worth it and when an alternative fits better.
What Backtrace is good at
Backtrace, now part of Sauce Labs (its documentation lives under Sauce Labs Error Reporting), is a crash and error management platform built around native crashes:
- Minidumps and symbolication for C and C++ code, including Unreal's built-in crash reporter, which it can receive directly.
- Console support for PlayStation, Xbox and Nintendo Switch, plus Steam Deck, Windows, macOS, Linux, iOS, Android and the web.
- Scale: the Standard plan handles up to a million errors a month, with deduplication and a query engine for slicing crash data.
- Deployment options: the Professional plan adds custom retention and on-premise or cloud deployment.
If that list describes your game, Backtrace is a strong choice and this article is not trying to talk you out of it.
What Backtrace costs
From Backtrace's pricing page at the time of writing (October 2026):
| Plan | Price | What you get |
|---|---|---|
| Developer | Free | One developer, 25,000 errors a month, 1 month retention, 10 GB storage |
| Standard | $600 per user per year (mobile), $900 (mobile and PC), $1,200 (mobile, PC, consoles and servers) | Up to 1 million errors a month, 3 months retention, 100 GB storage |
| Professional | Contact sales | Unlimited errors, custom retention, on-premise or cloud deployment |
The free tier is genuinely useful for a solo developer. The moment a second person needs access, you are on Standard, and per-user pricing scales with headcount rather than with your game.
The indie math
Take a five-person studio shipping on Steam and mobile. On Backtrace's mobile-and-PC tier, that is 5 × $900 = $4,500 a year, and every artist, QA tester or community manager who needs to read a crash adds another $900.
The same team on Bugnet Studio Plus pays $79 a month ($948 a year), with unlimited team members, unlimited projects and unlimited bug reports, and 20% less on annual billing. A smaller team that fits within 10,000 reports can use Studio at $19 a month for up to 20 members.
| Team size | Backtrace Standard (mobile + PC) | Bugnet Studio Plus |
|---|---|---|
| 2 people | $1,800 / year | $948 / year |
| 5 people | $4,500 / year | $948 / year |
| 10 people | $9,000 / year | $948 / year |
Prices are list prices at monthly billing for Bugnet; Backtrace prices are per user per year as published. The products are not identical, which is the point of the next section.
What you gain and what you give up
What Bugnet adds
- An in-game bug report widget, so players can report the bugs that are not crashes
- SDKs for Godot, GameMaker, Construct 3, Pygame and web games as well as Unity and Unreal
- A tracker with assignees and statuses, and integrations with GitHub, GitLab, Linear, Jira, ClickUp, Trello and Notion
- Steam review sync, a public known-issues page, a roadmap and changelogs
- Flat pricing that does not grow with your team
What Backtrace keeps
- Native minidump processing and symbolication for hard crashes in C++ code and drivers
- Console SDKs and platform integrations
- Very high crash volumes and deep querying
- On-premise deployment for studios that need it
Bugnet captures errors from inside the engine: exceptions and errors from Unity's log stream, Godot engine and script errors, and Unreal fatal errors and ensures with a native callstack, each with the last 100 log lines, a screenshot and device details. That covers the crashes most indie games actually have. It does not replace a minidump pipeline for native code on consoles.
Who should switch, and who should not
Switch to Bugnet if…
- You ship on PC, Steam Deck, mobile or the web, not consoles.
- Most of your bugs are gameplay bugs, softlocks and visual glitches that players have to tell you about.
- More than one person needs to see crashes, and per-seat pricing is the thing stopping them.
- You build in Godot, GameMaker, Construct 3 or Pygame.
Stay on Backtrace if…
- You ship native code on PlayStation, Xbox or Switch.
- You need to symbolicate hard native crashes from engine source, plugins or drivers.
- You process hundreds of thousands of crashes a month and need to query them.
Or run both
Some studios keep a minidump tool for console builds and use Bugnet for everything players see and report: the widget, the tracker, Steam reviews and the public known-issues page. A solo developer can even pair Backtrace's free Developer tier with Bugnet.
Trying Bugnet alongside Backtrace
- Create a free account and a project; copy the API key.
- Add the SDK for your engine from the SDK docs. In Unreal it is a
UGameInstanceSubsystemyou initialise with your key; in Unity, a component on a persistent GameObject. - Bind the report widget to a key or menu button (Unreal games call
ReportBugfrom their own UI). - Ship a build to testers and compare what arrives in each tool for a week.
For more options, see the best crash reporting tools for game developers and BugSplat alternative for indie games.
Frequently asked questions
How much does Backtrace cost?
At the time of writing, Backtrace has a free Developer tier for one developer with 25,000 errors a month and one month of retention. The Standard plan costs $600 per user per year for mobile, $900 for mobile and PC, and $1,200 for mobile, PC, consoles and servers, with up to a million errors a month. The Professional plan is priced through sales.
Is Backtrace part of Sauce Labs?
Yes. Backtrace is owned by Sauce Labs, and its documentation is published under Sauce Labs Error Reporting, while the product site and pricing still use the Backtrace name.
Does Bugnet process minidumps like Backtrace?
No. Bugnet captures errors and crashes from inside the engine, with stack traces or native callstacks, recent logs, screenshots and device details, and adds player bug reports and a tracker. Studios that need native minidump symbolication for console builds usually keep a dedicated minidump tool for that part.
What is a cheaper alternative to Backtrace for indie games?
For indie games on PC, Steam Deck, mobile and the web, Bugnet costs $19 a month for up to 20 team members or $79 a month for unlimited members and reports, compared with Backtrace's per-user annual pricing. BugSplat is another lower-cost option focused specifically on crash dumps.
Does Bugnet support consoles?
Bugnet does not provide console SDKs. Its SDKs cover Unity, Unreal, Godot, GameMaker, Construct 3, Pygame and web games on the platforms those engines export to, such as Windows, macOS, Linux, Steam Deck, iOS, Android and browsers.
Pay for the crash pipeline your game needs, not the one a 500-person studio needs. You can always add the heavy tool when you ship on console.