v0.3.0-beta · Windows-first · Open-Core

Understand Your
C++ Crashes.

Windows-first crash intelligence for Unreal Engine and native C++ applications.

Stop reading raw stack traces. Start understanding root causes.

Windows 10/11 · Unreal Engine 4/5 · MSVC · PDB

CrashCatch Analyze — crash_20260222.dmp
EXCEPTION  0xC0000005  ACCESS_VIOLATION
OPERATION  Read at address 0x00000000

─── STACK TRACE ──────────────────────────────

#0  AEnemy::Tick(float DeltaTime)
    Enemy.cpp:214
#1  AActor::TickActor(float, ELevelTick)
    Actor.cpp:892
#2  UWorld::Tick(ELevelTick, float)
    World.cpp:1201

─── ANALYSIS ─────────────────────────────────

 Null pointer dereference
  Read at 0x0 · Target == nullptr
  Frame: AEnemy::Tick() line 214

 Root Cause
  Validate Target before calling Tick()

Confidence: HIGH

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CrashCatch vs the alternatives.

Built for native C++ from day one, not retrofitted from a web-first tool.

Feature CrashCatch Sentry WinDbg Backtrace
Built for native C++ First-class ~ Secondary Yes ~ Partial
Unreal Engine support Built in Manual setup No ~ Limited
Offline / local analysis Fully offline Cloud only Yes Cloud only
Data stays on your machine Always Uploaded Yes Uploaded
AI crash explanation One click No No No
SDK setup One line of code ~ SDK + DSN config N/A ~ SDK + agent
Open source SDK Apache 2.0 ~ Partial N/A Proprietary
Pricing $150 one-time $26/mo minimum Free $200+/mo

Purpose-built for Windows
and Unreal Engine.

Every feature designed around the real constraints of shipping C++ on Windows not a cross-platform afterthought.

Unreal Engine

  • Drag & drop Unreal crash folders
  • Parse CrashContext.runtime-xml
  • Detect engine vs. game frames
  • Highlight UObject lifecycle patterns
  • Blueprint ↔ C++ frame awareness

Native & Desktop C++

  • Full Windows minidump parsing
  • DbgHelp + DIA SDK symbolication
  • Thread reconstruction
  • Multi-module stack inspection
  • Offline-first — no mandatory upload
Symbolicated stack engine frames dimmed, root cause highlighted
#0  AEnemy::Tick(float DeltaTime)              Enemy.cpp:214
    ▶ Likely root cause — null Target dereference
#1  AActor::TickActor(float, ELevelTick)         Actor.cpp:892
#2  AActor::Tick(float DeltaTime)                  Actor.cpp:712
#3  UWorld::Tick(ELevelTick, float)               World.cpp:1201
#4  UGameEngine::Tick(float, bool)            GameEngine.cpp:1445
#5  FEngineLoop::Tick()                        LaunchEngineLoop.cpp:4912

Crash Intelligence,
Not Just Crash Reporting.

CrashCatch doesn't dump data and leave you to figure it out. Explain Mode reads the evidence and tells you what happened.

Raw Output
WinDbg / Event Viewer
Exception: 0xC0000005

Access violation reading
location 0x00000000

Faulting module:
  UE4Editor-MyGame.dll

Offset: 0x00012A34

Stack:
  ntdll.dll
  kernelbase.dll
  UE4Editor-MyGame.dll
  ...
CrashCatch Explain Mode
CrashCatch — Explain Mode
Null pointer dereference detected.

MOST LIKELY ORIGIN
  AEnemy::Tick() line 214

EVIDENCE
  Read access at address 0x0
  Stack frame ownership confirmed
  Target == nullptr at call site

SUGGESTED CHECK
  Validate Target pointer
  before Tick() is invoked.

Confidence: HIGH

From crash dump
to fix plan. Instantly.

Engineer Mode generates a complete debug session from the crash data using a deterministic Rust engine. No AI, no API key, no network. Instant.

  • Competing hypotheses Multiple theories ranked by confidence, each with supporting and contradicting evidence pulled from the dump
  • Exact WinDbg commands Real thread IDs, real register values, real addresses from this specific dump, not generic advice
  • Source search patterns Grep-compatible patterns targeting your code with system modules filtered out automatically
  • Reproduction conditions Timing dependencies, memory pressure flags, and conditions extracted from crash state
  • Context-aware fix checklist UE-specific suggestions for Unreal projects, standard C++ guidance for everything else
  • Blast radius assessment Severity rating (low / medium / high / critical), scope, and impact note for every crash
Engineer Mode — hypotheses + WinDbg plan
─── HYPOTHESES ───────────────────────────────
 [HIGH 91%]  Null Pointer Dereference
    RAX = 0x0 (null read target)
    Access violation at address 0x0
    Fault in AEnemy::Tick (user code)
  ✗  No deallocation in stack (not UAF)

─── WINDBG PLAN ──────────────────────────────
1  !analyze -v
   Full automated analysis
2  ~~[0x1a4c]s; k
   Switch to crashing thread, print stack
3  dt AEnemy @rcx
   Inspect object at null register
4  !heap -p -a 0x0
   Check heap metadata at fault address

─── BLAST RADIUS ─────────────────────────────
Severity  CRITICAL
Scope     AEnemy::Tick — game thread crash

Scale Beyond
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See crash trends over every version you've shipped. Spot regressions before users report them.

Group by signature

Identical crashes collapse into a single issue. Fix one, close hundreds of reports.

Track regressions

Resolved issues that reappear in a newer build are automatically reopened and flagged.

Optional symbol hosting

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Export all your data at any time. The desktop tool always works without a subscription.

Project dashboards

Per-project overview: crash volume, top issues, affected versions at a glance.

Planned pricing.
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Beta is now available. Prices shown are planned and subject to change. Download the beta to get started.
Student
Free

For students and hobbyists learning crash analysis on Windows.

  • Local-only analysis
  • Up to 50 crashes / month
  • Basic stack trace output
  • Single project
  • Explain Mode
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Indie
$150 one-time

For solo developers and small studios shipping C++ on Windows.

  • Full local analysis
  • Explain Mode
  • Engineer Mode
  • PDF export
  • Unlimited crashes
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Enterprise
Custom

For large studios with custom symbol hosting, SLAs, and Windows workers.

  • Everything in Team
  • Symbol server hosting
  • Windows analysis workers
  • Dedicated support
  • SLA agreement
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Built on principles developers can rely on.

Windows-first architecture
Apache 2.0 open-core
Offline-first analysis
No forced crash upload
No background telemetry

Stop guessing.
Start understanding.

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Built for C++ engineers who want answers, not raw hex.