Quick answer: As a solo dev, let automatic deduplication collapse repeats into occurrence counts, prioritize by players-affected times severity, and batch related fixes. The goal is a triage system so lightweight you can run it in fifteen minutes a day without it becoming a second job.
When you are a one-person studio, every minute spent sorting bug reports is a minute not spent fixing bugs or making your game. Yet a launch can bury you in reports overnight, and without a system you will either drown in them or, worse, ignore them and let real problems fester. The answer is not to work harder, it is to set up a triage process so lightweight that one person can run it in a quarter of an hour a day and still surface exactly what matters.
The solo dev triage trap
The trap is treating every report as a fresh decision. If a hundred reports come in and you read each one cold, decide its severity, and check whether it is a duplicate, you will spend hours and burn out. Solo developers who try this usually abandon triage entirely after a week and go back to fixing whatever feels urgent, which is rarely what is actually most important.
The way out is to make the system do the repetitive work. Deduplication, context capture, and basic prioritization can all happen automatically, leaving you with a short, ranked list of distinct problems rather than a raw firehose of individual messages. Your job becomes deciding what to fix next, not processing paperwork.
Deduplicate by occurrence first
The single biggest time-saver is collapsing duplicates. Fifty reports of the same crash are not fifty problems, they are one problem with fifty occurrences, and seeing it that way instantly clarifies priority. Automatic grouping by stack trace or signature does this without you reading all fifty.
The occurrence count is also your best priority signal as a solo dev. You do not have time to investigate each report to judge impact, but a crash that has occurred five hundred times is self-evidently more urgent than one that happened once. Let the count do the triage that you would otherwise do by hand.
Prioritize by impact, not by recency
Without a system, you will fix whatever was reported most recently or whatever annoyed the loudest player. That is the wrong order. Prioritize by impact, a rough product of how many players are affected and how severe the consequence is. A crash that loses progress for many players beats a cosmetic glitch that one person mentioned, even if the glitch came in this morning.
Keep severity simple: does it crash or lose data, does it block progress, or is it cosmetic. Three buckets are enough for one person. Combined with the occurrence count, these buckets give you a ranking you can trust without overthinking, so you spend your scarce time on the issues that actually move your reviews and retention.
Batch related fixes
Context-switching is expensive for a solo dev, because you hold the entire codebase in your own head. Batch your work by area: if three reports all touch the inventory system, fix them in one session while you have that code loaded in your mind, rather than jumping between unrelated systems and paying the re-orientation cost each time.
Tagging reports by affected area makes this batching trivial. When you sit down to work, you pull all the open inventory issues at once, fix them together, and ship them in one patch. This also reduces the number of separate builds you have to test, which is a real cost when you are the only QA your game has.
Make context capture automatic
The reason triage takes solo devs so long is usually that the reports lack context, forcing a follow-up conversation for each one. Eliminate that by capturing the screenshot, logs, build version, and device info automatically at report time. A report you can act on immediately costs you a minute, a report you have to investigate costs you twenty.
With full context attached, most reports become self-explanatory. You open it, see the screenshot and the log, and you either know the fix or know it is a duplicate of something you are already handling. The follow-up question that eats so much solo-dev time simply disappears.
Setting it up with Bugnet
Bugnet is built to make this lightweight. Reports arrive with context already attached, identical crashes group into one issue with an occurrence count, and you can tag by area and severity in a couple of clicks. The dashboard gives you the short ranked list you actually need instead of a raw inbox.
Set aside fifteen minutes a day: open the dashboard, glance at what is new and rising, tag anything untagged, and pick the highest-impact item to fix next. Because the system did the deduplication and context-gathering, that quarter of an hour is enough to stay completely on top of your bug load, even right after a launch, without it eating the time you would rather spend making your game.
Solo dev triage is not about working harder. It is about letting the system sort, so you can build.