The fact it doesn't crash in RtlCaptureStackBackTrace on Windows doesn't say that it doesn't crash in RtlVirtualUnwind2 though, there are more possibilities WRT handling this: 1. It might be indeed catching exceptions but in RtlWalkFrameChain 2. It might not be catching exceptions but instead doing some checks which would prevent the crash. To test if anything is catching exceptions there one may try to either protect some page from reading instead of injecting invalid data before unwind, or set vectored handler and seeing if it is called. Is it known what the game actually does there and why does it hit this exception, is invalid frame data also happens on Windows or maybe this is the consequences of something else going different under Wine? -- https://gitlab.winehq.org/wine/wine/-/merge_requests/9218#note_119073