Quick answer: Track active sessions per account, let players view and revoke them, and support server-side revocation so a compromised session can be killed immediately.
If you cannot revoke a session, a compromised account stays compromised. Session management fixes it. Here is how.
How to fix it
1. Track sessions
Record active sessions per account with device and location so they are visible.
2. Let players revoke
Give players a way to sign out other devices, especially after a compromise.
3. Support server-side revocation
Allow the backend to invalidate a session immediately rather than waiting for token expiry.
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 backend 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.