Quick answer: Give each problem a stable key, update the existing notification instead of creating a new one, and auto-dismiss it when the underlying condition clears.

An alert list that fills with a hundred copies of the same shortage warning is creating a notification per detection instead of per problem. Identify problems by a stable key so repeats update one entry. Auto-clear it when fixed. Here is how.

How to fix it

1. Key notifications by problem identity

Derive a stable key like powerShortage:district3 so the same ongoing problem maps to one notification. On detection, update the existing entry instead of adding a duplicate.

2. Coalesce and count

If many similar problems exist, group them and show a count (“5 districts low on power”) rather than five separate alerts, keeping the notification list readable.

3. Auto-clear when resolved

Re-evaluate active notifications each tick and remove any whose condition no longer holds, so fixed problems disappear without the player dismissing them manually.

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.