Quick answer: Log only what the anti-abuse purpose requires, pseudonymize identifiers, set a retention limit, and document the lawful basis so cheat logging stays privacy-compliant.
You log cheat attempts to act on abuse, which is legitimate, but the logs store full IPs, device IDs, and account info forever. That over-collection creates privacy and GDPR risk. Keep what you need to detect and act, in a minimized and time-bounded form.
How to fix it
1. Minimize what you capture
Record the signal you actually need (a hashed account or device reference, the rule triggered, a timestamp) rather than raw personal identifiers wherever a pseudonym suffices.
2. Pseudonymize and salt identifiers
Store a salted hash of IP or device ID instead of the raw value when you only need to correlate, so logs cannot be trivially tied back to a person.
3. Set retention and a lawful basis
Define a retention window (delete cheat logs after a fixed period), document anti-abuse as the legitimate interest, and honor deletion requests, so security logging stays compliant.
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.
Ship the fix, watch the signature disappear from the next build. That's how you know it's really gone.