Quick answer: Add the Bugnet SDK to your game so crashes and in-game player reports are captured with screenshots, logs and device details, then connect Linear under Integrate > Integrations > Linear with a personal API key. Bugnet files each new bug as a Linear issue in the team you choose (or only bugs above a priority, or only the ones you send by hand), maps priority to Linear's, and moves the issue through your workflow when the bug's status changes. Duplicates stack in Bugnet, so Linear gets one issue per bug. It works on every Bugnet plan, including the free one.

Linear is a joy to plan in, which is why so many small game teams use it. But it starts every day empty. Players report bugs in Discord, on Steam and in emails; crashes sit in log files on machines you will never see. Somebody has to turn all of that into issues. This guide shows how to make that happen on its own, without flooding your Linear workspace or blowing through the free plan's issue limit.

How the pipeline works

  1. Your game captures the bug. The Bugnet SDK files crashes and errors automatically, and players file reports from an in-game widget. Each report carries a screenshot, the last 100 log lines, platform, OS, GPU, RAM, resolution and game version.
  2. Bugnet groups and filters it. Reports with the same title stack onto one bug with an occurrence count, so a crash hit by 500 players is one bug.
  3. Linear gets an issue. New bugs at or above the priority you choose are filed in your Linear team with the report's title and text, its details and a link back to the full report in Bugnet.
  4. Status flows to Linear. When you resolve, reopen or won't-fix the bug in Bugnet, the Linear issue moves to the matching workflow state.

How fields map

BugnetLinear
Priority: criticalUrgent
Priority: highHigh
Priority: mediumMedium
Priority: lowLow
Status: openThe team's first Unstarted state
Status: in progressThe team's first Started state
Status: resolved or closedThe team's first Completed state
Status: won't fixThe team's first Canceled state

Because Linear workflows are customisable, Bugnet moves the issue by state type rather than by name, so it works whether your team calls it “Done”, “Shipped” or “Merged”.

Setup, step by step

1. Add Bugnet to your game

Create a free Bugnet account and a project, copy its API key, and add the SDK for your engine (one file for most engines; see the SDK docs). Initialise it once at startup and bind the report widget to a key or menu button:

// Unity
BugnetSDK.Instance.Init("YOUR_API_KEY", "https://api.bugnet.io");
// later, from a pause-menu button:
BugnetSDK.Instance.ShowWidget();
# Godot 4 (BugnetSDK.gd autoloaded as "Bugnet")
Bugnet.bugnet_init("YOUR_API_KEY", "https://api.bugnet.io")
Bugnet.show_widget()

2. Create a Linear API key

In Linear, open Settings > Security & access and create a personal API key. It starts with lin_api_.

3. Connect Linear in Bugnet

In your project, open Integrate > Integrations > Linear, paste the key and choose Load teams. Pick the team new bugs should be filed in, then choose:

Choose Connect. Bugnet verifies the key, and from then on every delivery is logged under Deliveries, with failed attempts retried automatically.

4. Test it

Trigger a test exception in a development build, or file a report from the widget at a priority that passes your filter. The bug appears in Bugnet with its context, and the issue appears in Linear a moment later with a link back.

The teams that get the most from this treat Bugnet as the inbox and Linear as the plan:

This matters on Linear's free plan, which allows 250 non-archived issues. Filtering at the source keeps player noise out of that budget.

Which Bugnet plan do I need?

The Linear integration is available on every plan. The free plan covers one project and up to 100 bug reports, enough to set it up and test it; Studio ($19 a month) covers 5 projects, 10,000 reports and 20 team members; Studio Plus ($79 a month) removes those limits and adds session replay.

Comparing the two tools rather than connecting them? Read Bugnet vs Linear for game studios. Full integration details are in the Linear docs.

Frequently asked questions

Can players file bugs directly into Linear?

Not on their own: Linear has no in-game form, and you would not want players in your workspace. The usual approach is an in-game bug report widget that files into a tool such as Bugnet, which then creates Linear issues for the bugs worth working on.

Will repeat crashes create duplicate Linear issues?

No. Reports with the same title stack onto one Bugnet bug with an occurrence count, and Bugnet checks for an existing Linear issue before filing, so each bug is filed once per connection, retries included.

Does closing the Linear issue resolve the bug in Bugnet?

Status flows from Bugnet to Linear: resolving, reopening or won't-fixing the bug in Bugnet moves the Linear issue. Resolve bugs in Bugnet so the issue, the player notification and the changelog stay in step.

Can I send only some bugs to Linear?

Yes. Set a priority filter (medium and above, high and above, or critical only), or turn off automatic filing and use Send to Linear on individual bugs.

Is the Linear integration free?

Yes. It is included on every Bugnet plan, including the free plan.

Linear is where decisions happen. Let something else do the typing.