Quick answer: Most indie games can start crash reporting for free: Sentry (5,000 errors a month), Backtrace (25,000), BugSplat (15,000), BugSnag (7,500) and Bugnet (100 reports in total) all have free tiers. Once a game launches, expect roughly $20 to $80 a month: Sentry Team is about $26, BugSplat Team $37, Bugnet Studio $19 and Studio Plus $79, while Backtrace's paid plan is priced per user per year. The model matters more than the sticker price, because per-event pricing grows with your player count and per-seat pricing grows with your team.

Crash reporting pricing pages are hard to compare: one counts errors per month, one counts users, one counts crashes and seats, one counts total reports. This guide puts them on the same footing for a typical indie game, shows how to estimate your own volume, and points out the costs that do not appear on the pricing page.

The short answer

Before launch
$0. Every tool here has a free tier that covers development and a small playtest.
At launch
About $20 to $80 a month for most indie games, depending on volume and team size.
What drives the bill
Events per month (Sentry, BugSnag), seats plus volume (Backtrace, BugSplat), or total reports (Bugnet).
What is usually missing
A bug tracker and a way for players to report bugs that do not crash, which you may pay for separately.

The four pricing models

Price comparison

ToolFree tierFirst paid tierWhat you pay for
Bugnet1 project, up to 100 reports, 2 membersStudio $19/mo ($15 billed annually): 5 projects, up to 10,000 reports, 20 members. Studio Plus $79/mo: unlimitedPlan tier; includes the bug tracker, in-game widget and store reviews
Sentry1 user, 5,000 errors/moTeam about $26/mo billed annually: 50,000 errors/mo, unlimited usersMonthly event volume, plus pay-as-you-go overage
Backtrace1 developer, 25,000 errors/mo, 1-month retentionStandard from $600 per user per year, rising with error volumeUsers and volume
BugSplat3 users, 15,000 crashes/mo, 1-month retentionTeam $37/mo billed annually: 10 users, 25,000 crashes/moUsers and monthly crashes
BugSnag1 user, 7,500 eventsConsumption-basedEvent volume
CrashlyticsFreeNoneNothing, but mobile-focused

Prices are list prices in USD as of October 2026; check each vendor's page before you buy.

Estimate your crash volume

Volume-based plans are only expensive if your volume is high, so estimate it before choosing:

monthly crash events ≈ daily players × sessions per player per day × crash rate × 30

A game with 2,000 daily players, 1.5 sessions each and a 2% crash rate sends about 1,800 crash events a month. That fits every free tier above except Bugnet's, which is sized for setting up and testing rather than running a launched game. Two things change the picture:

Costs that are not on the pricing page

What to pick at each stage

For a deeper look at one vendor, see Sentry pricing for game studios. To compare tools by features rather than price, see the best crash reporting tools for game developers. Create a free Bugnet project to try crash reporting and player reports together.

Frequently asked questions

How much does crash reporting cost for an indie game?

Nothing during development, because Sentry, Backtrace, BugSplat, BugSnag and Bugnet all have free tiers. After launch, most indie games pay about $20 to $80 a month, depending on crash volume and team size.

Is there a free crash reporting tool for games?

Yes. Firebase Crashlytics is free but mobile-focused, and Sentry, Backtrace, BugSplat and BugSnag have free tiers with monthly limits. Bugnet's free plan covers one project and up to 100 reports, which is enough to set up and test it.

How many crash reports will my game send?

Roughly daily players times sessions per player times crash rate times 30. A game with 2,000 daily players, 1.5 sessions each and a 2% crash rate sends about 1,800 crash events a month, before counting non-fatal errors.

Are Bugnet's report limits monthly?

No. Bugnet's report and upload limits are totals for the account, not monthly allowances. Studio Plus has no report limit.

Which pricing model is best for a small team?

If your volume is low and stable, a per-event plan is cheapest. If your volume is spiky or your team includes non-engineers, flat plans without per-seat or per-event fees are easier to budget.

Estimate your crash volume before you compare prices. It decides which pricing model is cheap for you.