Currently building

Jahro.

Debug tooling for Unity developers.

Mobile Unity teams lose hours every week to the same workflow. A bug shows up on a physical device. QA tries to pull logs through Xcode or ADB. Screenshots end up in Slack, logs in a different thread, build version missing entirely. The developer opens the ticket, can't reproduce it, and closes it as “needs more info”.

Jahro replaces that loop. One tap on the device captures logs, screenshots, and device metadata into a snapshot. QA shares one link. The developer opens it in the web console and has everything they need to fix the bug — first time.

My role

Founder & CEO

01

I started Jahro as a side project. After 15 years in Unity and 11 years running a game production studio, I had watched the same QA–developer breakdown play out across project after project. The tooling gap was obvious, and nobody was filling it: SRDebugger and Lunar Console stopped at on-device log viewing, Crashlytics was post-mortem only, and nothing connected the device to the cloud in a way QA could actually use.

I went full-time on the product in early 2023. Today I own product strategy and positioning, go-to-market, customer development, and the business side end-to-end. The technical architecture I shape together with the team.

Product

One tap. Full session. One link.

02

Jahro is a unified in-game debugging platform for Unity. The SDK installs through Unity Package Manager in under five minutes. QA triple-taps the screen to open the in-game console — no cables, no ADB, no Xcode.

  • Jahro web console showing a snapshot with logs, screenshot, and device metadata
    Snapshot

    Logs · screenshot · device metadata · one shareable link.

  • In-game Jahro console open on a mobile device showing filtered logs
    In-game console

    Triple-tap to open. No cables, no ADB.

  • Jahro session replay timeline with logs aligned to gameplay
    Session replay

    Gameplay and logs on one timeline.

  • Snapshots

    One-button capture of logs, screenshots, and device metadata. Cloud-hosted. One shareable link.

  • Session Replay

    Record gameplay and logs from inside the Unity build. Play it back in the web console with logs on the same timeline.

  • Runtime Commands

    Change values, trigger edge cases, tune parameters without rebuilding. Text and visual UI with autocomplete.

  • Variable Watcher

    Live variable monitoring without log spam.

  • In-game log viewer

    Real-time, filterable, searchable, on-device.

Jahro is the only Unity debug tool that bundles logs, screenshots, and device metadata into a cloud-shareable session. A CTO at a studio with 2B+ downloads across their portfolio put it directly:

There are many consoles, but all of them are limited to just looking at logs. Sending them to the cloud — this is the most killer feature for me.CTO · Mobile studio, 2B+ downloads
Mission

Close the QA–developer loop.

03

Every bug that ships in a mobile game has the same story behind it: somebody saw it on a device, somebody else couldn't reproduce it, and the ticket died.

Jahro exists to make that loop a single shareable link. QA captures the full context in one tap. The developer opens the link and starts fixing. No cables, no missing build versions, no “can you send the logs again”.

Vision

The default debug surface for Unity.

04

Unity has 1.5 million active developers and the debugging space around it has been underdeveloped for a decade. The tools that exist look at logs on a device and stop there.

We're building the platform every Unity team reaches for the moment a bug shows up on a device — in development, in QA, in playtests, in production. One install, one console, one shareable surface.

Our north star is the number of games Jahro is installed in and actively helping. Not signups, not impressions — games where the SDK is open, snapshots are flowing, and a real team is shipping faster because of it.

Where we are

Stable release · Pre-seed Q2 2026

05

Jahro is in stable release, with session replay shipping as a production feature. The traction has been unusually clean for a developer tool: early studios found the product organically through a Twitch stream and community channels — no paid acquisition, no formal outreach. Teams from Vilnius to Singapore started integrating before there was a marketing page.

Registered users

700+

3-month retention

47.4%

Seeds of Bravery grant

€60K

Pre-seed target

Q2 2026

Reference customer

Estoty

Vilnius-based mobile studio, ~50 people across 4 teams. 2B+ downloadsacross their portfolio (Johnny Trigger, Knife Hit, Jelly Shift). About half of their projects are using Jahro organically. The studio's technical leadership serves as investor reference; the QA team independently validated the product through structured interviews.

Also in the user base
  • Estoty
  • Swift Games
  • SNG Studios
  • CODEFATHER
  • HitZone Games
  • Appercut
  • Sleepagotchi
  • Simple Gameplay SL
  • Stillfront Group
Team

Ukrainian-origin, distributed across Europe

06

The team navigated wartime displacement while building. That shaped how we think about resilience, velocity under constraint, and what it actually means to ship under pressure.

Want to see Jahro live?

Product site · docs · console — all linked above.