Hey everyone,
Roblox’s built-in Error Report is borderline unusable once your game has real traffic. If you’ve shipped a live game, you already know:
- 500 unique error limit that resets every 6 hours. Anything past that is silently dropped. An exploiter can spam 500 junk errors and blind you for the next 6 hours.
- Core script errors flood everything. Most of what you scroll past is Roblox engine noise you can’t fix, and there’s no way to filter it out.
- No player context. When something errors you can’t see who hit it or what they were doing. They’ve started stripping UserIds out of warnings too.
- No alerting. Errors spike at 3am, you find out from Discord complaints the next morning.
- No lifecycle. You can’t resolve, ignore, or track regressions. It’s a read-only wall of text.
I got tired of hooking ScriptContext.Error and piping everything into Discord webhooks, so I built the tool I wanted: proper error monitoring for live Roblox games, whether you’re a solo dev or a studio.
I’ve made it entirely free for now while I gather feedback and figure out where to take it.
What RoSentry does differently

Smart grouping. Repeated errors get grouped into one issue with a count, so a bug that hits a thousand players shows up as one row instead of a thousand.
Full player context. Every error comes with the player and server that hit it, plus whatever context you want to attach.
Real-time alerts. You get pinged in Discord (or wherever else) when a new error shows up or an existing one starts spiking.
Error lifecycle. You can resolve or ignore issues, and if a resolved one comes back it reopens itself.
Traces. Group related events into a timeline so you can replay a whole flow, like a shop purchase, in the dashboard.
AI debugging via MCP. This is the part I use most. Claude (or any MCP client) can read your production errors directly, so debugging turns into telling the AI to check the RoSentry logs and fix the issue.
Roblox vs RoSentry

How to use
Download the SDK (RoSentry.rbxm), drop it into ReplicatedStorage, and initialize:
local RoSentry = require(game.ReplicatedStorage.RoSentry)
RoSentry.init({
apiKey = "rs_your_key_here",
environment = "production"
})
After that, errors are captured automatically via ScriptContext.Error. Server errors go straight to the API; client errors relay through the server via networking so your API key never touches the client.
Add context
-- shows up on every error from this player
RoSentry.setUser(player.UserId, player.Name, { isPremium = true })
-- manual logging when you need it
RoSentry.warn("High memory", { memoryMB = 450 })
RoSentry.debug("Purchase attempt", { itemId = "speed_coil", price = 100 })
Debug with traces
local trace = RoSentry.startTrace("PurchaseFlow", {
maxEvents = 50,
tags = {"shop", "robux"}
})
if trace then
trace:info("Player opened shop")
trace:debug("Selected item", { itemId = "speed_coil" })
trace:warn("Insufficient funds")
trace:finish()
end
Let AI do the debugging
Hook the RoSentry MCP server up to Claude or ChatGPT and it can query your errors and logs directly:
- AI writes logging code into the suspect system
- You run the game in Studio (or wait for production traffic)
- AI fetches the logs via MCP, analyzes, and fixes
The whole loop runs without you copy-pasting anything out of the output window.
Beyond errors
Logs page. Info and debug events get their own view, separate from errors.
Share links. You can generate a public link to a project’s errors and hand it to a collaborator (or an AI) without adding them to the org.
Economy dashboard. Sync player balances through Open Cloud and watch your game’s economy figures. It’s early, but it’s already been useful for spotting dupes and inflation.
Organizations. Projects live under orgs, so you can invite your team and everyone sees the same dashboard.
Pricing
RoSentry is entirely free for now. I want real usage and feedback before deciding what paid tiers should look like, and whenever those arrive the free tier will stay generous enough for smaller games.
Try it
Head to rosentry.dev, sign up, create a project, and drop the SDK into your game. Setup takes about 30 seconds.
If you have feedback or run into problems, reply here.



