Quick answer: No. List bugs that players are likely to encounter or are already reporting. Minor visual glitches that affect a tiny percentage of players do not need to be on the public list. Focus on bugs that cause crashes, data loss, progression blocks, or significant gameplay disruption.

Learning how to communicate known issues to players is a common challenge for game developers. Every game ships with bugs. Every live game accumulates new ones. The difference between a community that trusts you and one that is writing negative reviews is not the number of bugs in your game — it is whether players know you are aware of those bugs and working on them. Communicating known issues is one of the highest-leverage activities in community management, and most indie developers either skip it entirely or do it so poorly that it backfires. Here is how to get it right.

The Case for Proactive Communication

When a player encounters a bug and searches for information, one of three things happens. They find an official acknowledgment of the issue with a workaround and an expected fix timeline, and they feel reassured. They find nothing from you but find twenty other players complaining about the same bug, and they feel frustrated. Or they find nothing at all, and they feel like they are the only one experiencing the problem, which is somehow even worse.

Proactive communication about known issues eliminates the second and third outcomes. It transforms "This game is broken and the developer does not care" into "This game has a bug and the developer is on it." That shift in framing is the difference between a negative review and a patient player who checks back after the next patch.

There is also a practical benefit: fewer duplicate bug reports. Every hour you spend responding to individual reports of the same bug is an hour you are not spending fixing it. A known issues list with good search visibility means players find the answer before they file the report.

Building a Known Issues List

A known issues list is a single, always-current document that lists every significant bug you are aware of along with its status. It should be public, easy to find, and updated frequently. This is not your internal bug tracker — it is a curated, player-facing summary.

Each entry should include four things. The bug description in plain language that matches how players describe the problem, not how your code names it. "Game crashes when opening the crafting menu with a full inventory" rather than "NullReferenceException in CraftingUI.OnOpen." The severity, described in terms of player impact: crash, progress blocker, gameplay issue, or visual glitch. The status: investigating, fix in progress, fix scheduled for a specific patch, or workaround available. And a workaround if one exists.

Organize the list by severity, with crashes and data loss at the top. Players scanning the list should find the most critical issues first. Within each severity level, order by how recently the issue was added or updated so that the list feels current.

Remove issues when they are fixed, but do not delete them entirely. Move them to a "Recently Fixed" section at the bottom with the patch version that resolved them. This serves as a track record of responsiveness and helps players verify that their specific issue has been addressed.

Where to Host Your Known Issues List

Host the canonical version on a page you fully control. Your game's website, a Bugnet public tracker page, or a dedicated status page all work well. The key requirement is that you can update it instantly without going through an approval process or platform-specific formatting constraints.

Then link to this single source from everywhere. Add a link in your Steam store page description. Pin it in your Discord server. Include it in your patch notes. If you can, add a link in your game's main menu or pause screen. The goal is that a player wondering "Is this a known bug?" can find the answer in two clicks or fewer from wherever they currently are.

Do not maintain separate known issues lists on different platforms. A list on Steam, a different list on Discord, and a third list on your website will inevitably go out of sync. One canonical source with links from everywhere else is the sustainable approach.

Status Pages for Live Issues

For multiplayer games or games with online services, a status page is essential. A status page communicates the real-time health of your game's systems: servers, matchmaking, leaderboards, cloud saves, and any other online component. When something goes down, the status page is where players go before flooding your Discord with "Is the server down?" messages.

A good status page shows the current status of each system (operational, degraded, or down), the time the issue started, what you know so far, and estimated resolution time if you have one. Update it every 30 to 60 minutes during an active incident, even if the update is "Still investigating, no new information."

When the incident is resolved, post a brief summary: what happened, what you did to fix it, and what you are doing to prevent it from happening again. This post-incident transparency builds long-term trust even when the incident itself was frustrating.

In-Game Notifications

The most effective place to communicate a known issue is inside the game itself, because that is where the player is when they encounter the bug. An in-game notification system does not need to be elaborate. A simple banner on the main menu screen saying "We are aware of the crafting crash and working on a fix. See known issues for details" with a link or QR code is enough.

In-game notifications are particularly important for issues that affect new players. Someone who just bought your game, encounters a crash on the first level, and has no context will react much worse than someone who sees a message acknowledging the issue before they even start playing. The notification reframes the experience from "This game is broken" to "This game has a known issue that is being fixed."

Be judicious about what triggers in-game notifications. Reserve them for high-severity issues that affect a significant portion of players. Showing a notification for every minor bug creates alarm fatigue and makes the game feel less stable than it actually is.

Discord Announcements

Your Discord server is where your most engaged players spend their time, so it should be a primary channel for known issue communication. Set up a dedicated channel — #known-issues or #bug-status — where you post updates about significant bugs. Lock the channel so only moderators or the development team can post, keeping it clean and scannable.

When a new significant issue is discovered, post an announcement with the same format as your known issues list entry: description, severity, status, workaround. Pin the most critical active issues. When an issue is resolved, edit the original message to add the resolution and unpin it.

Use Discord's announcement channel feature so players who have notifications enabled for the channel receive an alert. This is your push notification system for critical bugs. A player who is not checking your known issues list daily will still see a Discord notification about a game-breaking bug they should know about.

Cross-post important updates to your general discussion channel as well. Not every player monitors dedicated channels, but most players see general chat. A brief "Heads up: we have identified a save corruption issue on Mac. Do not quit during autosave. Details in #known-issues" reaches a much wider audience.

Transparency vs. Oversharing

There is a line between helpful transparency and counterproductive oversharing, and it is important to find it. Transparency means acknowledging bugs players are encountering, explaining what you know, and sharing your plan. Oversharing means dumping your entire internal bug tracker on the public, airing internal disagreements about priorities, or sharing technical details that alarm players without informing them.

Players do not need to know that your save system uses a deprecated serialization library that you have been meaning to replace for six months. They need to know that save corruption can occur under specific conditions and that you are working on a fix. The internal context does not help them and may undermine their confidence in the game's technical foundations.

Similarly, avoid sharing uncertainty in a way that creates anxiety. "We do not know what is causing the crash and we have been trying to reproduce it for a week" is honest but unhelpful. "We are investigating the crash and have narrowed it down to a few potential causes. We expect to have more information by Friday" is equally honest and far more reassuring.

The rule of thumb: share everything that helps the player understand, work around, or anticipate the resolution of the issue. Keep everything else internal.

Update Frequency

How often you update your known issues communications depends on the severity of the issue. For crashes and data loss bugs, update at least daily until the issue is resolved. Players affected by these issues are checking frequently and silence feels like abandonment. Even a brief "Still working on the fix, making progress, hoping to have a hotfix tomorrow" is better than nothing.

For gameplay bugs and progression blockers, update when you have new information: when you identify the cause, when a fix enters testing, when the fix ships. You do not need to post daily updates on every non-critical bug, but going more than a week without any update on a frequently reported issue sends the wrong signal.

For your known issues list as a whole, review and update it every time you ship a patch. This is the natural cadence: the patch fixes some issues, so move those to "Recently Fixed." The patch might introduce new issues, so add those. And any status changes that happened since the last update should be reflected.

Templates and Language

Consistency in how you communicate about known issues makes your updates easier to read and faster to write. Use a template. For a new known issue: "We are aware of [description]. This affects [who/when]. [Workaround if available]. We are [current status]. We will update this post as we learn more." For a status update: "[Issue description] update: [What changed]. [New expected timeline if applicable]." For a resolution: "[Issue description] has been fixed in [version]. [Brief explanation of the fix]. If you continue to experience this issue after updating, please report it in [channel]."

Use player language, not developer language. "The game freezes for 2-3 seconds when entering a new zone" is better than "Streaming hitches during level transitions." Match the words players use when they report the issue so they can find your acknowledgment through search.

"Players do not expect a bug-free game. They expect a developer who knows about the bugs and is fixing them. Known issues communication is how you prove that you are that developer."

Tying It All Together

The most effective known issues communication system uses multiple channels working together. The known issues list on your website is the single source of truth. Your Discord announcements channel pushes urgent updates to engaged players. Your in-game notification catches players at the moment they are most likely to encounter the issue. Your patch notes document what was fixed. And your status page handles real-time incidents for online services.

Each channel serves a different audience and a different moment. Together, they ensure that no player is left wondering whether you know about the bug they just encountered. And that confidence — the confidence that someone is paying attention and working on it — is what keeps players engaged through the rough patches of game development.

For guidance on turning known issues into effective patch note communication when fixes ship, see our guide on writing patch notes players actually read. If negative reviews are piling up about known issues faster than you can fix them, our article on handling negative Steam reviews about bugs covers response strategies.

Silence is the worst response to a bug. Even "We know and we are working on it" changes everything.