Quick answer: Yes, with hang detection and an in-game report button, freezes are captured alongside crashes. The reason is that a freeze doesn't terminate the process, so it needs hang detection or a player-triggered report rather than pure crash capture. In practice, capture every failure automatically with its stack trace, device, and build, group identical ones, and tie each to its build, and this becomes part of how you ship a stable game.
It is a fair question, and the honest answer is more useful than a one-word yes or no. Yes, with hang detection and an in-game report button, freezes are captured alongside crashes. The reason comes down to how capture actually works: a freeze doesn't terminate the process, so it needs hang detection or a player-triggered report rather than pure crash capture. This guide explains what that means in practice and how to get the most out of it.
The honest answer
Yes, with hang detection and an in-game report button, freezes are captured alongside crashes. The key thing to understand is that a freeze doesn't terminate the process, so it needs hang detection or a player-triggered report rather than pure crash capture. That is not a limitation to work around so much as a fact about how failures behave once your game is on real hardware in real hands.
Once you accept that, the practical implications are clear. Capture is most valuable precisely where your own visibility ends — the device you do not own, the sequence you never run, the build a player updated to — which is exactly where the failures that cost you players tend to live.
Why the report you get is never the whole story
When a player does take the time to tell you something broke, the message is almost always thin: “it crashed,” maybe a screenshot, rarely a version number, and almost never the exact steps. You are left reconstructing the scene of an accident from a single blurry photo. The information you actually need to fix the bug — the stack trace, the device, the build, the state the game was in — is precisely what a human report leaves out.
That is why working from manual reports alone keeps you slow. Every ticket becomes a back-and-forth interrogation, and half the time the player has moved on before you get an answer. Automatic capture removes the interrogation entirely, because the context travels with the failure the instant it happens.
Turning a pile of crashes into a ranked worklist
Raw crash data is overwhelming if every occurrence is its own line. The trick is grouping: identical failures, fingerprinted by their stack trace, collapse into one issue with a count. Suddenly the question “what should I fix first?” answers itself, because the bug hitting the most players sits at the top with the biggest number next to it.
That ordering is what makes a small team effective. You are never going to fix everything, but you do not have to. Fixing the top few signatures usually removes the large majority of real-world failures, and prioritising by frequency means your limited hours always go to the bug that matters most right now.
What good context actually looks like
The difference between a bug you fix in five minutes and one you chase for a week is almost always context. A bare error message tells you something went wrong; a useful report tells you where, on what, after what sequence of actions, in which build. Stack trace, device model, OS version, available memory, and the breadcrumb trail of recent events are the fields that turn guessing into reading.
When that context is captured automatically and consistently, reproduction stops being the bottleneck. You can often see the cause directly in the trace, and when you cannot, the breadcrumbs show you the exact path to walk to reproduce it yourself.
The silent majority who never report anything
For every player who files a report, a large number simply hit the problem, sigh, and close the game. They do not owe you a bug report, and most will not write one. The failures that churn the most players are therefore the ones least likely to ever reach your inbox, which is a deeply unfair feedback loop: the worse the bug, the quieter it tends to be.
The only way out of that loop is to stop depending on goodwill. When every crash is recorded automatically, the silent majority become data. You finally see the failure that is quietly costing you installs, ranked by how often it actually happens rather than by who happened to be patient enough to complain.
What it means in practice
In practice, the foundation is the same regardless of the specific question: capture every failure automatically with its stack trace, the device and OS, the build, and the breadcrumb trail, group identical ones so the worst is on top, and tie each to its build so regressions are obvious. That turns an abstract capability question into a concrete, working triage process.
From there it is a habit. You glance at the ranked list, fix the highest-impact failure, ship, and confirm it disappears in the next build. Whatever the specific question, the answer ultimately comes down to whether you can see what is actually happening to your players — and with capture in place, you can.
This is where a tool like Bugnet earns its place. Its SDK captures every failure automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds identical failures into one grouped issue with an occurrence count, and ties each to the build it happened on. The result is that the abstract idea above stops being theory and becomes a ranked list you work down — the worst problem first, verified fixed when its signature disappears from the next release.
You cannot fix what you cannot see. Once the failure is in front of you with real context, the hard part is usually already over.