Quick answer: Score each bug by reach (how many players) and severity (how badly it hurts), fix high-reach high-severity first, and accept that most bugs are neither. A simple two-axis ranking cuts through the feeling that everything is urgent, because most things are not.
When you are staring at a bug list and every item feels critical, the problem is not the bugs, it is the lack of a ranking that overrides your sense of panic. Urgency is a feeling, and feelings are a terrible prioritization function, they bias toward whatever you saw most recently or whoever complained loudest. A simple, explicit scoring framework lets you decide on impact instead of adrenaline.
Reach Times Severity Beats Gut Feeling
Two questions sort almost any bug: how many players does it affect, and how badly does it hurt them when it does? A crash that hits everyone on startup is maximum reach and maximum severity, fix it now. A typo on an obscure menu is low on both, it can wait indefinitely. The interesting decisions are the trade-offs in between, and even there, plotting reach against severity gives you a defensible order.
Crucially, this framework demotes the bugs that merely feel urgent because someone is shouting about them. One loud player reporting a low-reach issue does not outrank a quiet crash hitting thousands. Scoring on reach and severity protects you from optimizing for volume of complaint instead of amount of harm.
Let Occurrence Data Supply the 'Reach'
You can guess at reach, or you can measure it. The number of players who have hit a bug is the most objective reach signal available, and a tracker that groups duplicates gives it to you directly. Bugnet's occurrence counts tell you exactly how many players a given issue has affected, so the reach axis stops being a guess and becomes a number.
Combine that with a severity label you assign, critical, major, minor, cosmetic, and you have both axes. Sorting your dashboard by occurrence within a severity band surfaces the highest-impact issues automatically, no agonizing required.
Accept That Most Bugs Are Not Urgent
The liberating truth is that the large majority of bugs are low-reach, low-severity, and fixing them can wait or never happen at all. Trying to treat every bug as urgent is what produces the paralysis. A clear ranking gives you permission to deliberately not fix the bottom of the list right now, which is what frees you to fix the top of it well.
Set a cutoff. Decide that anything below a certain combined score does not get touched this cycle, and move on without guilt. A saved view filtered to high-reach, high-severity issues keeps your attention on the short list that genuinely matters and out of the long tail that does not.
Urgency is a feeling. Reach times severity is a number. Trust the number.