Quick answer: Client-side errors happen on the player's device; server-side errors happen on your backend. Client errors affect individual players; server errors can affect everyone at once. Online games need to capture both.

For online games, errors occur in two places, the client (player's device) and the server (your backend), and they differ in blast radius and how you capture them. Here's the comparison.

What Client-Side Errors Are

Client-side errors happen in the game running on the player's device, a crash, an exception, a rendering error on someone's phone or PC. They affect the individual player whose client errored, occur across your diverse device landscape, and are captured from the field, from the player's device, with device context.

Bugnet captures client-side crashes and errors from the field with device context, grouped by signature. Client-side errors scale with your player base and hardware diversity, each is one player's client failing, so they're about the breadth of devices your game runs on.

What Server-Side Errors Are

Server-side errors happen on your backend, where your game's online services run, a failed database query, a crashed service, an unhandled exception under load. Critically, a server-side error can affect everyone at once: if a backend service fails, all players relying on it are hit, unlike a client error affecting one device.

Bugnet captures server-side errors with context (request, inputs, load), so backend failures surface diagnosably. Server-side errors are about your infrastructure under production load, and their potential blast radius, your whole player base, makes them potentially more severe than any single client error.

Why You Capture Both

They differ in where they happen, who they affect, and how you capture them: client-side (player's device, individual impact, captured from the field) versus server-side (your backend, potentially everyone affected, captured from production). For an online game, watching only one leaves you blind to half your failures.

Bugnet captures both client crashes and server errors, giving you visibility across the whole system. So for online games, capture both: client-side errors for the device-side failures affecting individual players, and server-side errors for the backend failures that can take everyone down, since they're different problems requiring capture in different places.

Client-side errors happen on the player's device (individual impact, captured from the field); server-side errors happen on your backend (potentially everyone affected, captured from production). Online games need to capture both.