ArcaneTracealpha

Observability for live games.

Turn off billing anxiety. Survive log spikes. Purpose-built pipelines for matchmaking bursts, anti-cheat telemetry, and shard-heavy worlds.

MATCH NIGHT SURGE

LIVE
Peak CCU
184,210
Log rate
+620%
8:03–8:11 PM
Dropped events
0
Incident MTTD
42s
MTTR
7m
Problem

Launch night, patch goes live

CCU triples. Logs explode. Dashboards stall. Everyone's blind.

Agitate

High-cardinality chaos

Player IDs, shards, regions, matches. Sampling breaks the one trace you need. Pager goes brr.

Solve

ArcaneTrace routes game telemetry

Spike-safe ingest, cardinality-aware storage, game-native dashboards—see issues in seconds, not after the wipe.

Survive Log Spikes

Keep signal when CCU surges

Spike-Safe Ingest

Burst buffers + adaptive backpressure keep pipelines flowing during CCU peaks.

Cardinality Guardrails

Per-namespace limits + hot-field hashing tame player/shard IDs without losing diagnose-ability.

Smart Sampling for Games

Retain critical paths (match start, queue, payments, auth) while sampling non-critical noise.

Turn Off Billing Anxiety

We design with predictability in mind for live-ops rhythms—season launches, double-XP weekends, influencer spikes. Plan capacity with tools that simulate CCU surges & log fan-outs, so ops and finance aren't guessing.

Capacity planning by DAU/MAU/Peak CCU
Pre-launch surge rehearsal (sandbox your telemetry)
Priority lanes for auth/payments/matchmaking telemetry
Zero-drop policy for whitelisted events (configurable)

Built for Game Workflows

From playtest to planet-scale

Match & Queue Tracing

Follow a player from queue → match → results.

Region/Shards Aware

Break down issues by realm, shard, or data center.

Anti-Cheat Telemetry

Correlate detections with lag, drops, and crash logs.

Crash & Exception Streams

Console/PC/mobile SDKs; de-dupe storms.

Economy & Store Events

Watch checkout latency and error spikes live.

Live-Ops Dashboards

Event timelines, patch impact diffs, cohort filters.

SLOs for Player Experience

Queue time, match start, reconnect success.

On-Call Views

One-click "What broke this patch?" diff.

Playtest to Planet-Scale

Different defaults for every studio size

Indie

<5k CCU

Conservative sampling
Small buffer defaults
30-day retention
Single region
Most Studios

Mid-Market

5k-200k CCU

Smart sampling
Medium buffers
60-day retention
Multi-region

AAA

200k+ CCU

Priority lanes
Large burst buffers
90-day retention
Global active/active

Region fail-over (active/active ingest), secure egress patterns, and data sovereignty options (EU/US)

Integrations

Works with your stack

Unity
Engine
Unreal
Engine
PC/Console/Mobile
Platform
Steam
Platform
PlayStation
Platform
Xbox
Platform
OpenTelemetry
Protocol
Slack
Alerts
Discord
Alerts
PagerDuty
On-Call

OTEL-first (logs/traces/metrics) • Custom engine SDKs • Webhooks for alerts

Studio-Grade Outcomes

Arena Shooter

Reduced MTTR from 22m → 6m during weekend spikes.

MMO

Found shard-specific login regression in 9 minutes post-patch.

Mobile Gacha

Crash loop isolated to device + OS pair in 30 minutes.

Fewer blind spots on patch day

Stable pipelines under influencer surges

Faster root cause across shards/regions

Happier players, calmer on-call

FAQ

Common questions from game studios

No more blind raids on patch day.

Find the bug before the wipe. Join studios building with ArcaneTrace.