Quick answer: BugSplat is a solid, fairly priced crash reporter for native code: it collects crash dumps from Unreal, Unity and C++ apps, symbolicates them and groups them. What it does not do is collect the bugs that are not crashes. Bugnet captures engine errors and crashes too, and adds an in-game report widget, a tracker, Steam reviews and public known-issues pages, with SDKs for Godot, GameMaker, Construct 3, Pygame and the web. Pick Bugnet if crashes are only part of your bug problem; keep BugSplat for native dumps if you ship C++ on consoles, or run both.
Ask any game QA lead what fraction of their bug list is crashes and the answer is rarely more than a quarter. The rest is the door that will not open, the quest flag that never sets, the shader that renders black on one GPU and the save that loads the wrong slot. Crash reporters like BugSplat are excellent at the first category and silent about the rest. This guide compares BugSplat with Bugnet, honestly, so you can decide whether you need one tool, the other, or both.
What BugSplat does well
- Native crash dumps. It receives minidumps from Windows, macOS, Linux, mobile and console builds and symbolicates them against the symbols you upload.
- Unreal Engine. It works with Unreal's built-in crash reporter, so hard crashes in engine code are covered.
- Unity and C++. It has integrations for Unity and for native C and C++ applications.
- Fair pricing with a real free plan.
BugSplat pricing vs Bugnet pricing
From each pricing page at the time of writing (October 2026):
| BugSplat | Price | Limits |
|---|---|---|
| Free | $0 | 3 users, 15,000 crashes a month, 1-month retention |
| Team | $37 a month, billed annually | 10 users, 25,000 crashes a month, 3-month retention |
| Business | $208 a month, billed annually | 20 users, 50,000 crashes a month, 6-month retention |
| Enterprise | Custom | Unlimited users, custom limits, up to 1-year retention |
| Bugnet | Price | Limits |
|---|---|---|
| Indie | $0 | 1 project, up to 100 bug reports, 2 team members |
| Studio | $19 a month | 5 projects, up to 10,000 bug reports, 20 team members |
| Studio Plus | $79 a month | Unlimited projects, bug reports and team members, plus session replay |
The models count different things. BugSplat counts crashes per month; Bugnet's report limits are totals for the account, and every report counts, whether it is a crash or a player's bug report (repeats of the same bug included). Bugnet's annual billing saves 20%. For a high-volume live game the fair comparison is BugSplat Business against Bugnet Studio Plus.
What Bugnet adds on top of crash capture
- Player bug reports from inside the game. A widget for Unity, Godot, GameMaker, Construct 3, Pygame and the web (Unreal games file from their own UI), with a screenshot, the last 100 log lines and device details attached.
- One list for both. Crashes and player reports share statuses, assignees, labels and filters. Repeat reports stack into one bug with an occurrence count.
- Release health. Crash-free sessions per build, spike alerts by email, and a check that compares your two latest versions so a regressing patch stands out.
- Players in the loop. A public known-issues page players can search and upvote, a roadmap, changelogs drafted from resolved bugs, and status emails to players who left an address.
- Steam reviews in the same dashboard, so the review that says “crashes when I load my save” sits next to the crash.
- More engines. Godot, GameMaker, Construct 3, Pygame and HTML5 games get a native SDK, not a generic integration.
How crash capture differs
The two tools catch crashes at different layers, and the difference is worth understanding:
| BugSplat | Bugnet | |
|---|---|---|
| How it captures | Native crash dumps sent by a crash handler | Engine-level hooks inside the running game |
| Unity | Crash and exception reporting | Exceptions, errors and failed asserts from Unity's log stream |
| Unreal | Crash dumps via the engine's crash reporter | Fatal errors and ensures with a native callstack |
| Godot, GameMaker, Construct 3, Pygame, Web | Not its focus | Native SDK for each |
| Context | Callstack, symbolicated against your uploaded symbols | Stack trace, recent logs, screenshot, GPU, RAM, OS, resolution, build, frame rate and memory |
| Consoles | Yes | No console SDKs |
If your worst crashes are hard native crashes in C++ code or on console hardware, a dump-based tool sees things an in-engine hook cannot. If your worst problems are exceptions, script errors and bugs players describe, the engine-level context Bugnet captures is usually more useful than a dump.
Which should you pick?
- Pick Bugnet if you ship on PC, Steam Deck, mobile or the web, most of your bugs are not hard crashes, or you build in Godot, GameMaker, Construct 3 or Pygame.
- Pick BugSplat if you only need native crash dumps, especially for C++ and console builds, and already have a tracker and a feedback channel that work.
- Run both if you ship native code on consoles and also want player reports, Steam reviews and a public known-issues page. Each covers a different layer and they do not get in each other's way.
Trying Bugnet next to BugSplat
Create a free Bugnet project, add the SDK for your engine from the SDK docs, and bind the report widget to a key. Leave BugSplat in place, ship a test build and compare what each tool gives you after a week of play. Most teams find the answer in the reports players file, not in the crash counts. For a wider comparison, see the best crash reporting tools for game developers.
Frequently asked questions
How much does BugSplat cost?
At the time of writing BugSplat has a free plan for 3 users and 15,000 crashes a month with 1-month retention. Team costs $37 a month billed annually for 10 users and 25,000 crashes a month, and Business costs $208 a month billed annually for 20 users and 50,000 crashes a month. Enterprise pricing is custom.
Does Bugnet replace BugSplat?
For many indie games on PC, mobile and the web, yes: Bugnet captures engine errors and crashes and adds player bug reports, a tracker and Steam reviews. Teams that need native crash dump symbolication, especially for console builds, often keep BugSplat for that layer and use Bugnet for everything else.
Does BugSplat collect player bug reports?
BugSplat is focused on crash reporting: collecting and symbolicating crash dumps and grouping them. Player-written bug reports from an in-game form, public known-issues pages and Steam review monitoring are not its focus, which is where tools like Bugnet come in.
Which tool is better for Unreal Engine?
For hard native crashes captured through Unreal's crash reporter, BugSplat is a strong choice. For fatal errors and ensures with recent logs, screenshots and device details, plus player reports from your own UI and a tracker, Bugnet's Unreal subsystem covers more of the workflow. Many Unreal teams use both.
Can I use Bugnet with Godot?
Yes. Bugnet's Godot SDK is a single GDScript autoload for Godot 4 that captures engine and script errors automatically and includes an in-game bug report widget.
A crash dump tells you where the game died. Your players tell you about everything else. You want both in the same room.