Quick answer: Only if you have a team and a game where outages do real-time damage, multiplayer, live services, time-sensitive events. Solo devs can't run a rotation, but can use alerting to respond when needed. Match the formality to your team size and stakes.
An on-call rotation assigns team members to respond to incidents outside normal hours. Whether you need one depends heavily on your team size and whether your game suffers real-time damage from outages. For many indie games, a formal rotation is overkill; for some, it's essential.
It Depends on Real-Time Stakes
The first question is whether outages actually do time-sensitive damage. A multiplayer game, live-service title, or one running time-limited events suffers real harm if servers go down at 3am and no one responds for hours. A single-player game with no live services has far lower stakes, an off-hours crash isn't an emergency.
If your game's problems can wait until morning without significant harm, you likely don't need on-call. If they can't, real-time outages hurting many players, some response capability matters. Bugnet's alerting tells you when something genuinely needs attention regardless of which camp you're in.
It Depends on Having a Team
An on-call rotation by definition needs multiple people to rotate, you can't rotate a solo developer. If you're a one-person studio, a formal rotation is impossible; what you can have is alerting that pulls you in when something serious breaks, accepting you're effectively always the responder.
For a team, a rotation spreads the burden so no one person is permanently on the hook, which is important for sustainability. Bugnet's alerts can notify whoever's on call, so the rotation has the information to act fast.
Match Formality to Your Situation
The right answer scales with your situation. A larger team running a live multiplayer game needs a real rotation; a small team might informally agree who watches; a solo dev relies on alerting and responds when they can. Don't impose enterprise on-call structure on a game that doesn't need it.
Bugnet supports all of these by surfacing real problems through alerts, so whoever is responsible, rotation or not, finds out fast. So: you need an on-call rotation only if you have a team and a game where outages do real-time damage, otherwise, lighter alerting-based response matches your stakes without the overhead.
Only with a team and a game where outages do real-time damage. Solo devs use alerting instead of a rotation. Match the formality to your team size and stakes.