# Glitchless vs PostHog: game observability versus product analytics

> Glitchless (glitchless.gg) and PostHog compared for game developers: engine SDKs, frame times and stutters, crashes, funnels, retention, revenue, heatmaps, replay, MCP servers, self-hosting and pricing, checked October 2026.

Website: https://www.glitchless.gg/glitchless-vs-posthog.html · The Glitchless team, October 23, 2026 · Checked against PostHog's docs and pricing on October 23, 2026

PostHog is a product-analytics suite with a generous free tier: funnels, retention, revenue, session replay, feature flags and experiments, with an official Unity SDK, a JavaScript one and an official MCP server.

It doesn't measure frame times or stutters, and lists no Unreal, Godot or GameMaker SDK.

Glitchless is built for how a game runs and plays on every major engine, and its MCP server and playtest bots let a coding agent fix a problem and check the fix. If you already use PostHog for your website and business numbers, keep it and add Glitchless for the game.

## Side by side

| | Glitchless | PostHog |
| --- | --- | --- |
| **Engines** | | |
| Unreal Engine | 5.7 and 5.8 plugin | No |
| Unity | 6.3 LTS and later | Official SDK, 2021.3 and later |
| Godot | 4.5 and later | Third-party, paid provider |
| Web games (Three.js, Phaser, Babylon.js, PlayCanvas) | Yes | JavaScript SDK |
| GameMaker | 2024.2 and later | No |
| **Performance and crashes** | | |
| Frame times from players' devices | Every frame, merged across players | Only what you send yourself |
| Each stutter's likely cause | Shader and PSO compiles, GC, loads, streaming | No |
| Errors and crashes | With callstacks and the events before | Exceptions (C# on Unity); no native crashes |
| Native crash dumps and symbol upload | No | No |
| **Players** | | |
| Custom events and funnels | Yes | Yes |
| Retention (D1, D7, D30) | With install mode | Yes |
| Revenue and purchases | Yes | Events with a revenue property; Stripe connector |
| Level death heatmaps | Yes | Web pages only |
| In-game bug reports with a screenshot | Yes | Surveys, not in Unity |
| Session replay | Event timeline and positions, not video | Unity: about a screenshot a second; web canvas at 4–12 fps |
| Feature flags and experiments | No | Yes |
| **Agents** | | |
| MCP server for coding agents | 16 tools | Official hosted server |
| Autoplay runs that check a fix | Web games; any build can measure itself | No |
| **Running it** | | |
| Open source | MIT | MIT, except the ee/ folder |
| Self-host | Docker or Node, no other services | Docker hobby deploy, 16 GB RAM, unsupported |
| Free hosted tier | 5,000 play sessions a month, 14 days of data | 1M events a month, a year of analytics data |
| Paid hosted plans from | $19 a month | Usage-based above the free tier |

## Which one should you choose?

### Choose PostHog if

- You want feature flags and A/B experiments in a Unity or web game.
- You want one tool for your website's and your game's funnels and business numbers.
- You need a very large free allowance: a million events a month, with analytics kept a year.

### Choose Glitchless if

- Your game is made in Unreal, Godot or GameMaker.
- You want frame times from every player and each stutter's likely cause.
- You want crashes and errors with the game events before them, level death heatmaps and bug reports with screenshots from inside the game.
- Your coding agent does the fixing, and playtest runs check its change.
- You want to self-host on a small machine: one container with no other services.

### Using both

Send business events (sign-ups, purchases, experiments) to PostHog, and the game's performance, errors, play and bug reports to Glitchless. A purchase can go to both: in Glitchless it's one `track('purchase', …)` call.

## Frequently asked questions

### Can PostHog show a game's frame rate?

Only if you send frame times yourself as event properties. It has no built-in frame-time metric or stutter detection. Glitchless times every frame and names each hitch's likely cause.

### Does PostHog support Unreal or Godot?

PostHog's SDK list has no Unreal or Godot SDK. A third-party, paid Godot provider exists. Glitchless has its own [Unreal plugin](https://www.glitchless.gg/unreal.md) and [Godot addon](https://www.glitchless.gg/godot.md).

### Which has the bigger free tier?

PostHog: a million events a month, with analytics kept for a year. Glitchless Free covers 5,000 play sessions a month with 14 days of data, and the self-hosted server has no limits.

### Which has an MCP server?

Both. PostHog's covers queries, feature flags and errors. Glitchless's has 16 tools for findings, frame times, errors, death hotspots, bug reports, version comparisons and playtest runs.

## Sources

- [PostHog SDKs (docs)](https://posthog.com/docs/libraries)
- [PostHog for Unity (docs)](https://posthog.com/docs/libraries/unity)
- [PostHog session replay for Unity (docs)](https://posthog.com/docs/session-replay/installation/unity)
- [PostHog canvas recording (docs)](https://posthog.com/docs/session-replay/canvas-recording)
- [PostHog error tracking for Unity (docs)](https://posthog.com/docs/error-tracking/installation/unity)
- [PostHog heatmaps (docs)](https://posthog.com/docs/toolbar/heatmaps)
- [PostHog revenue analytics (docs)](https://posthog.com/docs/revenue-analytics/capture-revenue-events)
- [PostHog MCP server (docs)](https://posthog.com/docs/model-context-protocol)
- [Self-hosting PostHog (docs)](https://posthog.com/docs/self-host)
- [PostHog pricing](https://posthog.com/pricing)
