AppsinityAPPSINITY
Guides and support

Crash reports

There is no crash reporting on Appsinity. No SDK is shipped, no stack trace is stored, no ANR is grouped, and Studio has no crash screen. This page documents the absence so you do not look for a dashboard that was never built.

Open Appsinity Studio

The state, precisely

CapabilityExists?Detail
Crash SDK providedNoNothing is bundled with a build
Crash dashboard in StudioNoThere is no such screen or tab
Stack trace storageNoNo table holds traces
ANR detectionNoNot measured at all
Crash-free users metricNoNo denominator exists to compute it
Symbol uploadNoNo mapping files are accepted
Player-submitted crash reportNoThere is no report button on a listing
Developer log captureNoNothing runs inside your process
A data-safety category for crashesYescollectsCrashLogs is one of the eleven
Watch out: The collectsCrashLogs row exists because players need to know when a third-party reporter ships traces. It is a disclosure field, not a feature. Ticking it does not turn anything on.

Do it yourself

  1. Pick a reporter. Any crash SDK for Android, or a browser error handler for a web build.
  2. Keep traces on your infrastructure. You are the controller of that data; Appsinity is not a processor of it.
  3. Declare it. Set collectsCrashLogs and collectsDeviceInfo to collected, and name the SDK in the disclosure.
  4. Publish a real support email. It is the only inbound channel a player has for a crash, see Contact support.
  5. Mention known issues in the listing. A long description that names a device quirk stops it becoming a one-star review.
Note: Because the crash category is on the listing, a player can hold you to it. Declare exactly what leaves the device and nothing more.

What you can still see here

  • Play sessions tell you whether engagement collapses after a release; a sharp drop in average play seconds is the closest proxy for breakage.
  • Rating average and the newest reviews are a crude crash signal, and the read covers the hundred most recently updated rows.
  • The download counter tells you whether a bad build is still being taken, which is how you decide whether to unpublish fast.
  • Traffic by country and source tells you whether a regression is regional or global.
Not available: None of this identifies a stack trace or a device model. Treat it as a smoke alarm, not a diagnosis.

Desktop client failures

The Windows client installs and launches titles from a local library. When a launch fails, the failure is on the player's machine: the client keeps a bounded local log and nothing is uploaded.

  • A corrupt archive in %LOCALAPPDATA%\Appsinity\library\<slug> is fixed by deleting that directory and re-installing.
  • A Windows release that is only an installer EXE inside a ZIP will not launch through the client's extract-and-run path; ship the game directory.
  • The client never publishes anything, so a broken listing is always fixed in Studio, not there.
Note: A player reporting a crash in the client is a support conversation with you about the release file, not a bug in the store, see Client library and installs.

Frequently asked questions

Where is the crash dashboard?

It does not exist. Appsinity has no crash collection and no crash screen; the data-safety row is a declaration only.

Do you at least get error logs from the store?

No. Platform usage logs record requests and failures of the platform itself, never anything about your game's runtime.

Can players report a crash to me?

Through your published support email and through a review. There is no report button on a listing.

Does the automated scan catch a crashing build?

No. The scan checks file extensions and names; a build that crashes on launch is entirely invisible to it, see Malware policy.

Need help?

Developer publishing support: [email protected]
General support: [email protected]
Partnerships: [email protected]