Quick answer: Use graduated alert states with detection buildup and decay, give guards a search-then-return behavior, and tune the thresholds so stealth is fair.
Stealth alert bugs are a state-machine and tuning problem. Graduated states fix them. Here is how.
How to fix it
1. Use graduated alert states
Move guards through suspicion, search, and alert states based on a detection meter that builds and decays, rather than flipping instantly to full alert. Instant detection feels unfair; graduated states are readable.
2. Give a search-then-return behavior
After losing the player, guards should search the last known area then return to patrol if nothing is found. Guards that stay alerted forever, or never investigate, break the stealth loop.
3. Tune thresholds and decay
Tune how fast detection builds (by distance, light, movement) and decays so stealth is challenging but fair. Thresholds too sharp make it punishing; too soft make it trivial.
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.