Quick answer: Bucket continuous values into ranges, allow-list categorical properties to a fixed set, and move truly unique data into a non-indexed field rather than a dimension.
Sending the exact score or a raw timestamp as a groupable property creates millions of dimension values that blow up storage and make group-bys time out. Bucketing collapses them into usable segments.
How to fix it
1. Bucket continuous values
Convert exact numbers (score, fps, load_ms) into ranges or quantile buckets before sending. Group-bys then operate on a handful of buckets instead of every distinct value.
2. Allow-list categoricals
Restrict string properties to a known set of values and map anything else to other. Free-form strings as dimensions are the usual source of runaway cardinality.
3. Demote unique data
Keep genuinely unique values (user id, exact coordinates) as payload you can query by id, not as indexed dimensions. This separates filterable segments from high-cardinality detail.
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 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.
A crash you can name from its stack trace is a crash you can usually fix in minutes.