Quick answer: Validate scores server-side against game rules and replays or telemetry, reject impossible submissions, and keep an audit trail so cheated scores can be removed.

A leaderboard full of cheated scores is worthless. Server-side validation protects it. Here is how.

How to fix it

1. Never trust client scores

Validate every submitted score against the rules server-side instead of accepting it as-is.

2. Verify with telemetry

Cross-check scores against gameplay telemetry or replays so impossible runs are caught.

3. Audit and remove

Keep an audit trail so flagged cheated scores can be removed and the player actioned.

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.