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 generates a complete debug session plan directly from the crash dump using a deterministic Rust engine. Competing hypotheses ranked by confidence, exact WinDbg commands with real thread IDs and addresses from the dump, grep patterns for your source code, a context-aware fix checklist, and a blast radius assessment. Fully offline, no API key required, instant results.
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 Analyze v0.3.0-beta is now available for download. The core analysis engine, desktop UI, Intel Engine, Explain Mode, batch analysis, crash comparison, and folder watcher are all live. We're currently building the cloud upload pipeline and team dashboard.
Download the beta and start analyzing your C++ crash dumps today. If you run into issues or have feedback, reach out directly.
Contact
- General: hello@crashcatchlabs.com
- Support: support@crashcatchlabs.com
- Security: security@crashcatchlabs.com