Quick answer: Run interruptible workloads on cheaper spot instances with graceful handling of reclamation, keeping a stable on-demand base for matches in progress.

Full-price instances for every server is expensive. Spot instances cut costs for the right workloads. Here is how.

How to fix it

1. Use spot for flexible load

Run buffer and interruptible capacity on cheaper spot instances.

2. Handle reclamation gracefully

Drain players from a reclaimed spot instance before it is taken.

3. Keep an on-demand base

Run in-progress critical matches on stable on-demand capacity.

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.

Reproduce it once with full context and the fix writes itself. The hunt is the expensive part.