One bug, start to finish
From a one-tap report to a "we fixed it" message — and almost everything in between happens on its own.
In your Discord, right now
Vague messages, no logs, no steps, scrolling out of sight. One of those players just lost a 40-hour save — and you'll never know. It reads exactly like the noise around it.
Every report you've ever lost looked like this.
Wherever your player already is
Same crash, different ending. The player files it without leaving what they were doing — an in-game button, the Discord bot, a web widget, or piped through the API into your own pipeline. Every channel lands as one structured report.
However your players reach you, it's one report — not four inboxes to check.
Attached before you open it
When the report comes from in-game, BetaHub attaches what the platform allows — gameplay video of the seconds before the crash, the session and device details, a timeline of what led to it. The player didn't fill out a form.
No "can you send your specs?" No three-day back-and-forth.
On your board
The other two players' reports merge into this one. It's tagged by type and severity, so the save-corruption crash rises above the chatter — the organized board you used to build by hand, already built.
You hand your team a clean, ranked board instead of a chat log.
See exactly how the automation works ↓Your turn — the only manual part
Full context, a real repro, no guesswork. You ship the fix in v0.9.3 and mark the bug resolved.
The one part that was always your job — and now it's the only one.
Back to the player — automatically
The moment you mark it resolved, BetaHub tells every player who reported it — right where they reported it — that the crash is fixed in v0.9.3. You didn't send a single message.
The part almost every bug tracker forgets. Your players hear back — and they remember that you listened.
Why it's honest: automatic and release-triggered — one resolve notifies every linked reporter, on the channel they used. We claim they were heard, not that they came back.