&wintrace I'm working on my high performance record/replay solution for Windows. The recorder is focused on delivering the lowest amount of overhead while recording a truthful, instruction level trace of the entire execution to replay later. In single threaded scenarios, it incurs about 4-5x performance overhead and while it can record all threads of a process, there's still work to be done there in terms of overhead. Here, I'm recording all threads of a pretty simple game and producing a file which I can replay later after the process terminated. The file can be transferred to another machine and replayed as many times as you want. The replay engine is integrated into a raddbg fork which allows for debugging the trace file like a normal process with full support for memory inspection, breakpoints and stepping, though I have yet to implement the "time travel" part in replay which is stepping back in the trace. There's still quite a lot of work to be done in the record/replay engines to make this a solid time travel experience but it is a good start.