Operations | Monitoring | ITSM | DevOps | Cloud

Introducing Logs, User Feedback, and more in the Sentry Godot SDK

With the first stable releases out of the gate, we’re happy to announce that Sentry’s Godot SDK is now ready for general use, supporting Windows, Linux, macOS, iOS and Android. We started full-time development a year ago with just a few prototypes, and now it's finally here - built on top of the mature Sentry platform SDKs, it comes as a GDExtension add-on that you can easily add to your Godot projects.

The metrics product we built worked - But we killed it and started over anyway

Two years ago, Sentry built a metrics product that worked great on paper. But when we dogfooded it, we realized it was not what our customers really needed. Two weeks before launch, we killed the whole thing. Here’s what we learned, why classical time-series metrics break down for debugging modern applications, and how we rebuilt the system from scratch.

Introducing webvitals.com: Find out what's slowing down your site

Developers don’t need another “run this tool, stare at a number, and feel bad about it” website. So we built something different. WebVitals helps you analyze, optimize, and ship faster websites, all in one place. Built by the same folks who obsess over stack traces and slow queries, it connects the dots between performance metrics and what’s actually slowing your users down. In one place, you can.

Sentry has a bold new look

As you may have noticed, Sentry just got a major glow-up. For too long our product looked like boring enterprise software, while our brand screamed bold and irreverent. No more. From this moment forward our product now matches the vibe you’ve come to expect from us. The result is something that’s more vibrant, more tactile, and more Sentry. Welcome to the S.C.R.A.P.S.

The Dawn of the 10x Team

Previously, I wrote about how debugging, whether done by humans or AI powered tools, depends on context. Without it, even the most capable systems can only tell you what code is broken, but not why it broke. Now that AI can access the same depth of context developers rely on (stack traces, traces, logs, commits, and code), the way we build and operate software is changing. We’re moving from an era of monitoring to one of reasoning.

Not so "mini"-dumps: How we found missing crashes on SteamOS

We shipped an improvement to Sentry's game engine and native SDKs that most developers probably didn’t even notice until now – unless they were explicitly aiming to test their Windows-built games on Linux with Wine/Proton compatibility layers. That's exactly the point. While we were focused on improving our game engine SDKs, our learnings while investigating a mysterious issue are applicable for any Windows application running on Linux via Wine or compatibility layer.

Unreal Engine crash reporting now available on gaming consoles with trace-connected logs

With the first major release of the Sentry Unreal SDK (now on v1.2.0, and you can also explore in our interactive sandbox), we’ve made some important improvements to support cross-platform Unreal developers when it comes to platform coverage, debugging with user feedback, and performance monitoring improvements. Here’s what’s new.

Improving browser tracing step by step

Browser tracing has always been one of those things that feels invisible until it isn’t. When it works well, you get clear, actionable insights into how your app is performing in the wild. When it doesn’t, you’re left staring at noisy data, gaps in traces, and spans that don’t quite tell the story. Over the last few months, we’ve been chipping away at that problem.