Quick answer: Sentry's Developer plan is free for one user with 5,000 errors a month. Team costs $26 a month billed annually (unlimited users, 50,000 errors, 1 GB of attachments, up to 90 days of lookback) and Business $80 a month billed annually; Enterprise is custom. Beyond the quota you pay as you go, and events over your quota and budget are not accepted. For games, the numbers to watch are error volume after launch and attachment storage if you keep crash dumps.
Sentry is a strong error tracker with SDKs for Unity, Unreal Engine and Godot, and its pricing is volume-based: you pay for how many events your game sends. That suits a steady web app. Games are spikier: a launch, a sale or a bad patch can multiply your volume overnight. Here is what each plan includes and how to budget for it.
Sentry plans in 2026
| Plan | Price | Users | Errors / month | Attachments | Lookback |
|---|---|---|---|---|---|
| Developer | Free | 1 | 5,000 | 1 GB | 30 days |
| Team | $26/mo billed annually | Unlimited | 50,000 | 1 GB | Up to 90 days |
| Business | $80/mo billed annually | Unlimited | 50,000 | 1 GB | Up to 90 days |
| Enterprise | Custom | Unlimited | Custom | Custom | Custom |
The Developer, Team and Business plans also include 5M tracing spans, 50 session replays and 5 GB of logs. Business adds advanced quota management and unlimited dashboards. Month-to-month billing costs more than the annual prices above. Source: Sentry's pricing page, October 2026.
What counts against your quota in a game
- Errors. Every exception or error event your SDK sends, handled or not, and every native crash.
- Attachments. Screenshots, log files and other files you attach to events. Sentry does not keep minidumps after processing them by default; if you turn on Store Minidumps As Attachments, they count toward the attachment quota too, and native crash dumps add up quickly against 1 GB.
- Everything else is separate. Tracing, replays, logs and monitors each have their own quota.
Events that exceed your quota and your pay-as-you-go budget are not accepted, so a launch-day spike can leave you blind exactly when you need the data. Spike protection, which you can enable per project, rate-limits sudden surges so one bad hour does not consume the month.
Estimating a game's volume
Crash events per month are roughly daily players × sessions per player × crash rate × 30. A game with 5,000 daily players, 1.5 sessions each and a 2% crash rate sends about 4,500 crash events a month, comfortably inside Team's 50,000. The risk is non-fatal errors: an exception that fires every frame on one GPU, or a warning logged as an error on every level load, can send millions of events. Most overruns come from a handful of noisy errors rather than real crashes.
How to keep the bill under control
- Fix or filter the noisiest errors first. Use the SDK's
BeforeSendhook (named per SDK) to drop known, harmless errors on the client. - Sample errors if you must. The SDK's error sample rate sends a fraction of events. You lose exact counts, so prefer filtering.
- Enable spike protection on game projects and set a pay-as-you-go budget you are comfortable with.
- Keep crash dumps only when you need them. Leave minidump storage off unless you open dumps in a debugger.
- Watch the launch. Check usage daily in launch week and after every patch.
What you get for game engines
Sentry's Unity SDK captures C# errors on Android, iOS, macOS, Linux, Windows and WebGL, with native crash support on mobile, desktop and consoles. Its Godot SDK covers Windows, Linux, macOS, iOS and Android, and its Unreal SDK supports the three latest engine versions, replacing Unreal's Crash Report Client for crash handling. What it does not include is a bug tracker or a way for players to report bugs that do not crash; most studios add a separate tool for that.
When a different model fits better
If your volume is unpredictable or your team includes designers and community managers, a flat price can be easier to budget. Bugnet charges per plan rather than per event or seat: Free covers 1 project and up to 100 reports, Studio is $19 a month for 5 projects, up to 10,000 reports and 20 members, and Studio Plus is $79 a month with no report or member limits. It also includes the in-game report widget, bug tracker and Steam, Google Play and App Store reviews. Read how much crash reporting costs for an indie game for a side-by-side, or Sentry vs Bugnet for a feature comparison. Create a free Bugnet project to try it.
Frequently asked questions
How much does Sentry cost for a game?
Free for one developer with 5,000 errors a month. Team, with unlimited users and 50,000 errors a month, costs $26 a month billed annually; Business costs $80 a month billed annually. Extra volume is pay-as-you-go.
Do Unity or Unreal crash dumps count against Sentry's quota?
Each crash counts as an error event. The minidump file itself is not kept by default; if you enable Store Minidumps As Attachments, it counts toward your attachment quota, which is 1 GB on the standard plans.
What happens if my game exceeds its Sentry quota?
Events beyond your quota and pay-as-you-go budget are not accepted. Spike protection, which can be enabled per project, rate-limits sudden surges so they do not consume the whole quota.
How can I reduce Sentry costs for a game?
Filter or fix the noisiest errors with the SDK's before-send hook, sample if necessary, enable spike protection, set a pay-as-you-go budget, and only store minidumps when you need them.
Is there a flat-priced alternative to Sentry for games?
Bugnet charges per plan rather than per event or seat, from free to $79 a month for unlimited reports and members, and includes an in-game bug report widget and a bug tracker.
Volume pricing is cheap until launch day. Plan for your worst week, not your average one.