FAQ

The five indie objections, answered straight.

Plain-language answers for solo devs and small studios. If something here is the question you came in with, this is the answer we'd give you before any contract or sales call.

Objection 01

Which engines does Loophound support today?

Unity is fully monitored on every platform we ship to. Unreal has full monitoring on PC and console — there are production Unreal builds being watched round-the-clock today. Godot is on our roadmap; it opens once we have enough waitlist signal to justify a dedicated rollout, which is exactly why the waitlist form asks for engine in the first place — the count decides which one comes next.

If your studio ships in something we don't list (GameMaker, Construct, a custom engine), drop it on the waitlist form. We open a new engine once enough studios with the same stack raise their hand — and you'll be the first loop we run against once it goes live.

Objection 02

Which platforms can you monitor today, and what about console?

Our always-on surface today is PC, mobile (iOS + Android), and Web — every build that points at our ingest endpoint is watched continuously across regions from the moment the flag flips on.

Console is a future story, and we want to be honest about what that means. Sony TRC, Xbox TCR, and Nintendo Lotcheck stay a human program owned by your QA lead and their relationship with the platform holder — Loophound does not file the submission, does not sign the checklist, and does not pretend otherwise. When console monitoring opens, it ships as a human-handled handoff: your QA lead owns cert, we own the live build while it's out. Until then we can still sweep a console build for off-path regressions during the long pre-cert window.

Objection 03

What exactly happens when a sweep catches something?

An agent drives an off-path route through your build — the corner of the map the design never scripted, the interaction between two systems that individually look fine, the walk a player would never script. When something breaks, crashes, broken interactions, and performance cliffs all fold into one ticket carrying the bug signature, the build it appeared in, the cluster size, and step-by-step reproduction notes you can run on your own machine.

The trigger is the same ingest endpoint your build already ships crash reports and player tickets through — there is no second pipeline to wire up for a sweep to run. The flagged ticket lands in your tracker with the steps a developer can use before standup, not a hunch that something felt weird.

Objection 04

How do the Starter / Studio / Pro tiers actually differ day-to-day?

The three tiers map to three axes: concurrent builds you can have monitored at once, monitored players the agents can track, and whether console coverage is layered on. Starter covers one studio-scale build plus a few thousand players. Studio — the tier most active live-ops teams pick up — adds a second concurrent build and the higher sweep cadence most shipped games want. Pro adds a third concurrent build and the console monitoring roll-on.

At the tier edges — a fourth concurrent build, a player spike above your cap — we don't cut you off mid-cycle. The overage lands as a flag in your dashboard, then we reach out and scope a tier bump together before the next billing cycle. The full breakdown lives on our pricing page.

Objection 05

How is a Loophound-flagged ticket different from one in our existing tracker?

Your tracker is the destination; our job is to keep it from getting flooded. A Loophound-flagged ticket carries a real signature — the stack trace, the build, and the call site that decide if two reports are the same bug — plus the cluster size so you can tell at a glance whether 312 players ran into this or just one, and the steps to reproduce it on your own machine.

We're not trying to replace your Jira, Linear, or GitHub Issues — those stay your team's tool, with the workflows you already trust. What we run upstream is the dedupe and triage: when 312 reports of the same crash collapse into one signature, your bug channel gets one actionable ticket instead of 312 identical-looking ones. The ticket that lands in your queue stands on its own as something a developer can fix before standup, not a hunch that something felt weird.

Still on the fence?

Still on the fence? Join the waitlist.

Drop your studio name, contact email, engine, and shipped platforms — we reach out as soon as monitoring for your stack opens.