Quick answer: Sample high-volume events, drop low-value ones, aggregate at ingestion, and set retention tiers so you keep the insight without paying for raw firehose forever.
Collecting everything forever gets expensive fast. Sampling and aggregation keep costs sane. Here is how.
How to fix it
1. Sample high-volume events
Sample very frequent events so you keep statistical signal without full volume.
2. Aggregate early
Roll events into aggregates at ingestion so you store summaries, not every raw row, where detail is not needed.
3. Tier retention
Keep raw data briefly and aggregates longer so you pay for detail only as long as it is useful.
Catching the ones you can't reproduce
The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.
Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.
This is where a tool like Bugnet earns its place. Its SDK captures every backend error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.
The errors you never hear about are the ones quietly costing you players. Visibility turns them into a worklist.