Quick answer: Emit log entries from inside the simulation tick where the events actually happen, and grow or batch the log so a burst of ticks between frames is fully captured.

If running at 3x makes your event log skip births, deaths, and completions, the log is tied to frames while the events happen on ticks. Many ticks per frame means lost entries. Record events at their source on the tick. Here is the fix.

How to fix it

1. Log on the tick, not the frame

Append events the moment they occur inside the fixed simulation tick, so every event that happens between two rendered frames is still captured regardless of speed.

2. Avoid a too-small ring buffer

If you cap the log, make sure a single fast-forwarded frame cannot overflow the cap; batch or page older entries instead of silently overwriting recent ones.

3. Decouple display from capture

Let the UI render the latest N entries while the full log retains everything captured this frame, so the player sees a coherent feed even after a long fast-forward.

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.

Reproduce it once with full context and the fix writes itself. The hunt is the expensive part.