Quick answer: Define what each log level means, audit existing logs to fit, and review levels in code review so filtering by severity is reliable.
If log levels are random, filtering by severity tells you nothing. Standardizing them restores the signal. Here is how.
How to fix it
1. Define each level
Write down what debug, info, warn, and error mean so everyone logs consistently.
2. Audit existing logs
Reclassify logs that are at the wrong level so severity filtering becomes meaningful.
3. Review levels in PRs
Treat log level as part of review so new logs stay consistent.
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.
Ship the fix, watch the signature disappear from the next build. That's how you know it's really gone.