Quick answer: Stamp each event with a monotonic client timestamp and a sequence number, and order the funnel by those rather than by server arrival time.

Your funnel reports level_complete before level_start because the start event was in a batch that uploaded later. Server arrival time is not event time. Ordering by client timestamp fixes the funnel.

How to fix it

1. Stamp client event time

Record a device timestamp on each event at the moment it occurs and send it; analyze ordering by this field, not by ingest time.

2. Add a session sequence

Include a per-session incrementing sequence number so events with identical timestamps still sort deterministically.

3. Correct for clock skew

Send the client clock offset (device time vs server time at session start) so you can normalize timestamps if a device clock is wrong.

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 bug you can't reproduce isn't gone — it's just invisible until you capture it from the player's device.