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As game developers ourselves, we were frustrated with existing bug tracking solutions.
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Enterprise solutions like Jira felt overwhelming for our use cases, while simple tools lacked the features we needed.
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We couldn't find a tool that:
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We needed a bug tracker that didn't suck for game development. Most tools are built for web apps and don't handle the stuff we actually need - like sharing save files, crash logs, and screenshots.
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-**Understood our game development workflows** - Most tools were built for web development, not games
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-**Made it easy to share gameplay footage and save files** - Essential for reproducing game bugs
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-**Gather feedback from players** - We needed a way to involve our community in bug reporting
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Jira is overkill and expensive. GitHub Issues is too basic. Everything else either costs too much or doesn't understand game development workflows.
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So we built TigerBug - our custom-made solution that combines the best of everything we wanted in a bug tracker,
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tailored specifically for game development teams.
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So we built our own. It's got the basics done right:
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### 🎯 Core Features
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-**🏗️ Project-based Organization** - Organize bugs by game project
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-**🔐 Flexible Authentication** - Email/password or OAuth (Google, GitHub) - your choice
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-**💬 Rich Commenting System** - Thread discussions with file attachments for screenshots, logs, and saves
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-**👍 Community Voting** - Let your team and players upvote the most critical issues
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-**📧 Smart Notifications** - Stay informed via email when issues change or receive comments
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-**📎 File Attachments** - Upload crash logs, screenshots, save files, and reproduction steps
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- Project organization (one tracker per game)
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- File uploads for screenshots, logs, save files, whatever
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- Comments and discussions on issues
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- Voting so you know what actually matters
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- Email notifications that don't spam you
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- OAuth login (Google, Discord) or just email/password
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### 🐛 Issue Tracking for Games
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Every bug report in TigerBug is designed to capture the full context of the issue:
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## How it works
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-**Clear titles and descriptions** help everyone understand the issue
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-**Priority through voting** - let the team highlight what breaks the game experience
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-**Rich discussions** with threaded comments and file uploads
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Each bug report has a title, description, priority level, and status. People can comment with attachments, vote on what's important, and discuss solutions. Nothing fancy, just the stuff you actually need.
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### 🐳 Quick Start with Docker
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##Running it
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The easiest way to get TigerBug running is with Docker Compose:
Then go to http://localhost:9840 and create your admin account.
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This project has been made to meet our specific needs.
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We don't have the time and resources to maintain this project as a full-fledged issue tracker.
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Feel free to fork and modify it for your own use cases.
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For critical issues, please contact us directly at [contact@twobit-games.com](mailto:contact@twobit-games.com).
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## Issues and support
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### 📄 License
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We built this for our own use and open-sourced it in case it's useful to others. We don't have time to maintain it as a full project, so there's no Issues tab here.
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TigerBug is open source software licensed under the MIT License. See [LICENSE](LICENSE) for details.
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If you find a critical bug, email us at [contact@twobit-games.com](mailto:contact@twobit-games.com). Otherwise, feel free to fork it and make it work for your needs.
| PORT | No | 9840 | Which port the server runs on |
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| CLIENT_URL | No |http://localhost:5173 (dev) / http://localhost:9840 (Docker) | The URL people will use to access TigerBug (needed for emails and CORS) |
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| JWT_SECRET | Yes | (none) | A secret key for login tokens - make this random and keep it safe! |
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| JWT_EXPIRES_IN | No | 7d | How long people stay logged in (1d = 1 day, 7d = 1 week, etc.) |
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| UPLOAD_PATH | No | /app/server/data/attachments | Where uploaded files get stored |
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| NODE_ENV | No | development | Set to "production" to hide debug info from users |
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## Email Setup
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Email gets configured through the admin UI, not environment variables. Much easier that way.
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## How it works
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The server uses your `CLIENT_URL` setting to handle CORS and serve the web interface from the built files.
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