Quick answer: A private tracker keeps your full bug list internal, less exposure, more control. A public tracker builds trust and deflects duplicate reports but exposes your flaws and sets expectations. For most games, a curated middle path, private intake with a public view of major known issues, wins.

Whether your bug tracker is public or private is a real trade-off between transparency and control. A private tracker is your internal workspace; a public one shows players what's broken and being worked on. Each has genuine benefits and costs, and for many games the best answer is a blend.

The Case for a Private Tracker

A private bug tracker keeps your full list of issues internal, visible only to you and your team. The advantages are control and freedom: you can log every minor bug, rough note, and half-formed issue without worrying how it looks, and you don't expose your flaws to prospective players or commit publicly to fixing anything.

This matters because a raw bug list can look alarming out of context, and not every studio wants its problems on display. A private tracker is the low-risk default: you get all the organizational benefits of tracking without any public exposure. Bugnet keeps your full list internal by default.

The Case for a Public Tracker

A public tracker shows players known issues and their status. The benefits are real: it builds trust (players are far more patient with an acknowledged bug than one they think you're ignoring) and deflects duplicate reports (players see an issue is known and don't re-report it). For an engaged community, that transparency turns players into collaborators.

The costs are equally real: a public list exposes every flaw, can deter prospective players, and sets expectations you'll be held to. Bugnet's public tracker supports upvotes and status, but whether to expose your list, and how much, is a genuine judgment call, not an automatic yes.

The Curated Middle Path

You don't have to choose between fully public and fully private. The strongest approach for many games is a blend: collect and manage everything in a private tracker, then surface a curated public view, the major known issues and a roadmap, while keeping the long tail of minor bugs internal. You get trust and deflection without exposing everything.

Bugnet enables exactly this: a full internal list plus curated public pages (tracker, roadmap, changelog) where you control what's shown. So rather than public-versus-private as a binary, most games are best served by a private core with a curated public face, capturing the benefits of both while controlling the downsides.

Private keeps your list internal with control; public builds trust and deflects duplicates but exposes flaws. For most games, a curated middle path, private intake plus a public view of major issues, wins.