Quick answer: Make services stateless by moving session and shared state to an external store, so you can add or remove instances freely behind a load balancer.

Stateful services cannot scale out cleanly. Externalizing state makes them horizontally scalable. Here is how.

How to fix it

1. Externalize state

Move session and shared state to a cache or database so no instance is special.

2. Make instances interchangeable

Ensure any instance can serve any request so the load balancer can spread traffic freely.

3. Scale on load

Add and remove instances based on demand now that they hold no local state.

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.

The bug you can't reproduce isn't gone — it's just invisible until you capture it from the player's device.