Quick answer: Emit a start and complete event for every tutorial step with a stable step ID, then build a funnel to find the step with the steepest drop.

If your first-time user experience is leaking players but you cannot see where, you are flying blind. Without per-step events, a drop-off looks like one number. Instrument each step's start and completion so the funnel reveals the exact failure point.

How to fix it

1. Emit start and complete per step

Fire a tutorial_step_start and tutorial_step_complete event with a stable step ID for every step. The gap between them at each step is your funnel.

2. Use stable step IDs

Name steps by a fixed ID, not by index, so reordering steps later does not scramble historical funnel data.

3. Watch the steepest drop

The step with the biggest start-to-complete gap is where players quit. Pair the events with a crash or error signal so you can tell rage-quit from a bug.

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.

The errors you never hear about are the ones quietly costing you players. Visibility turns them into a worklist.