# Glitchless vs Sentry: game observability versus crash reporting

> Glitchless (glitchless.gg) and Sentry compared for game developers: engines, crash dumps, frame times and stutter causes, player analytics, bug reports, MCP servers for coding agents, self-hosting and pricing, checked October 2026.

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

Sentry is the stronger crash reporter: native minidumps, symbol upload and console support, with official Unreal, Unity and Godot SDKs and an official MCP server.

Glitchless is built around how a game runs and plays: every frame from every player, the cause of each stutter, where players quit, retention and revenue, and bug reports from inside the game. Its MCP server and playtest bots let a coding agent fix a problem and check the fix.

Many teams can use both: Sentry for native crashes, Glitchless for performance and players.

## Side by side

| | Glitchless | Sentry |
| --- | --- | --- |
| **Engines** | | |
| Unreal Engine | 5.7 and 5.8 plugin | Official SDK for the three latest UE versions, consoles too |
| Unity | 6.3 LTS and later | Official SDK, consoles for native crashes |
| Godot | 4.5 and later | Official SDK, 4.5 and later |
| Web games (Three.js, Phaser, Babylon.js, PlayCanvas) | Yes | Browser SDK, nothing game-specific |
| GameMaker | 2024.2 and later | No |
| **Performance and crashes** | | |
| Frame times from players' devices | Every frame, merged across players | Unreal only: frame, thread and GPU times sampled about once a second (new, experimental) |
| Each stutter's likely cause | Shader and PSO compiles, GC, loads, streaming | Garbage-collection time on UE 5.5+; no shader, PSO or streaming causes |
| Errors and crashes | With callstacks and the events before | Errors and native crashes |
| Native crash dumps and symbol upload | No | Minidumps, build-time symbol upload, consoles |
| **Players** | | |
| Custom events and funnels | Yes | Custom metrics; no funnels |
| Retention (D1, D7, D30) | With install mode | Crash-free users and sessions, not cohorts |
| Revenue and purchases | Yes | No |
| Level death heatmaps | Yes | No |
| In-game bug reports with a screenshot | Yes | Web widget with a screenshot; Unity form in beta; Unreal API only |
| Session replay | Event timeline and positions, not video | Unreal: video before a crash (experimental); web: canvas capture (opt-in) |
| **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 | FSL-1.1, Apache 2.0 after two years |
| Self-host | Docker or Node, no other services | Docker Compose, 16 GB RAM and up |
| Free hosted tier | 5,000 play sessions a month, 14 days of data | 1 user, 5,000 errors, 30 days of data |
| Paid hosted plans from | $19 a month | $26 a month billed yearly ($29 monthly) |

## Which one should you choose?

### Choose Sentry if

- You need native crash dumps with symbolication, or crash reports from consoles (PlayStation, Xbox, Switch).
- Your studio already runs Sentry for its backend and wants games in the same place.
- You want a short video of the seconds before an Unreal crash.

### Choose Glitchless if

- You want every frame timed on every player's machine, and each stutter's likely cause: a shader or PSO compile, garbage collection, a load or a streamed level.
- Your game is a web game, or made in GameMaker, as well as Unreal, Unity or Godot.
- You want to see how people play: funnels, retention, revenue, level death heatmaps and bug reports from inside the game.
- Your coding agent does the fixing: Glitchless's MCP server hands it findings with evidence, and playtest runs or `-glitchless-measure` check its change.
- You want to self-host on a small machine: one container with no other services.

### Using both

Send native crashes to Sentry and performance, play and bug reports to Glitchless. We haven't yet tested both Unreal plugins' crash handlers in one build, so if you run both there, check that a test crash reaches each one.

## Frequently asked questions

### Does Sentry measure frame times?

On Unreal, yes. Since SDK 1.11.0 it samples frame, game-thread, render-thread and GPU times about once a second, and Sentry calls it experimental. Its own blog notes that a hitch on a frame it didn't sample isn't captured. Glitchless times every frame, on every engine it supports, and names each hitch's likely cause.

### Which costs less for an indie developer?

Both have free plans. Sentry's Developer plan is one user, 5,000 errors a month and 30 days of data, and Team starts at $26 a month billed yearly. Glitchless Free is 5,000 play sessions a month with 14 days of data, and Indie is $19 a month. See [pricing](https://www.glitchless.gg/pricing.md).

### Can I self-host either one?

Yes. Self-hosted Sentry runs on Docker Compose with at least 16 GB of RAM under the FSL licence. Glitchless is MIT and runs as one Docker container or one Node process with a file store.

### Which has an MCP server?

Both. Sentry's hosted MCP server covers issues and errors. Glitchless's has 16 tools covering findings, frame times, errors, death hotspots, bug reports, version comparisons and playtest runs.

## Sources

- [Sentry for Unreal Engine (docs)](https://docs.sentry.io/platforms/unreal/)
- [Sentry Unreal metrics (docs)](https://docs.sentry.io/platforms/unreal/metrics/)
- [Monitor Unreal Engine game performance with application metrics (Sentry blog, May 2026)](https://blog.sentry.io/unreal-engine-performance-metrics)
- [Sentry Unreal session replay (docs)](https://docs.sentry.io/platforms/unreal/session-replay/)
- [Sentry for Unity (docs)](https://docs.sentry.io/platforms/unity/)
- [Sentry for Godot (docs)](https://docs.sentry.io/platforms/godot/)
- [Sentry MCP server](https://mcp.sentry.dev/)
- [Self-hosted Sentry](https://develop.sentry.dev/self-hosted/)
- [Sentry pricing](https://sentry.io/pricing/)
- [Sentry data retention periods](https://docs.sentry.io/security-legal-pii/security/data-retention-periods)
