The Problem
When a C++ application crashes on Windows, you get a minidump. To get anything useful out of it, you need WinDbg, the right PDB files on the right symbol path, knowledge of DbgHelp internals, and a good chunk of time. Even then, you get raw data — a stack trace, register state, exception code — and you're left to figure out what it all means.
For Unreal Engine developers it's even worse. The crash folder contains multiple files, the stack is full of engine frames that obscure the game-code root cause, and the UObject lifecycle adds another layer of complexity that generic tools know nothing about.
Experienced engineers can navigate this. Junior developers and solo indie devs often can't. And even experienced engineers waste time on the mechanical work when they should be fixing bugs.
What We're Building
CrashCatch is a Windows-first crash intelligence tool. It takes minidump files and crash folders, symbolicates them using DbgHelp and the DIA SDK, and then goes further — it identifies the likely root cause, explains what happened in plain language, and tells you where to look.
Explain Mode is the core differentiator. Instead of surfacing a symbolicated stack and leaving you to reason about it, CrashCatch reads the evidence — the exception code, faulting address, register state, and frame context — and produces a structured explanation.
Engineer Mode is for senior developers who want the full picture. Every thread, every register, every loaded module, full JSON export. Nothing is hidden or abstracted away.
Our Principles
Windows-first
We build around Windows crash tooling properly — DbgHelp, DIA SDK, PDB, minidumps — not as an afterthought.
Offline-first
The local tool works entirely offline. No crash data leaves your machine unless you explicitly choose cloud features.
Open-core
CrashCatch Runtime (the crash capture library) is Apache 2.0. The analysis and dashboard are the commercial product.
No telemetry
We don't run background processes, phone home, or collect usage data on the local tool. Ever.
No lock-in
All your crash data is exportable as JSON. The desktop tool works without a subscription. Cloud enhances, never gatekeeps.
Developer-first
Designed for C++ engineers, not product managers. Dense, accurate, and technically complete.
Open-Core Model
CrashCatch is structured as two components:
- CrashCatch Runtime — The crash capture library. Registers the unhandled exception filter, writes minidumps, and handles offline queuing. Licensed under Apache 2.0. Integrate it into your game or application for free.
- CrashCatch Analyze — The analysis engine, Explain Mode, Engineer Mode, cloud dashboard, and team features. This is the commercial product.
Current Status
CrashCatch is in active development. The core analysis engine is built and working. We're currently building the desktop UI, the cloud upload pipeline, and the team dashboard.
If you want to be notified when we launch the beta, join the mailing list. No spam — just a single email when early access opens.
Contact
- General: hello@crashcatchlabs.com
- Support: support@crashcatchlabs.com
- Security: security@crashcatchlabs.com