Quick answer: Client crashes happen on players' devices and affect individual players; server errors happen on your backend and can affect everyone at once. Online games must monitor both.
For online games, failures can happen in two places, on the player's device (client) or on your servers (backend), and they behave very differently. Knowing the distinction shapes how you monitor each. Here's the comparison.
What Client Crashes Are
Client crashes happen on players' devices, the game crashes on someone's phone or PC. They affect individual players (the one whose device crashed), occur across your fragmented device landscape, and leave a stack trace on the device that crash reporting captures. Client crashes are about the diversity of player hardware.
Bugnet captures client crashes from the field with device context and groups them by signature, so you find what's crashing across players' devices. Client crashes scale with your player base and hardware diversity, each one is one player's device failing.
What Server Errors Are
Server errors happen on your backend, where your game's online services run. Critically, a server problem can affect everyone at once, if a service goes down, all players are hit, unlike a client crash that affects one device. Server errors occur under real production load and need capturing from the server, not the client.
Bugnet captures server-side errors with context, so backend failures surface with the detail to diagnose them. Server errors are about your infrastructure under load, and their blast radius can be your entire player base, which makes them potentially more severe than any single client crash.
Why Online Games Must Monitor Both
The two fail differently and need monitoring on both sides. Client crashes are distributed (many devices, individual impact) and captured from the field; server errors are centralized (your backend, potentially everyone affected) and captured from production. Watching only one leaves you blind to half your failure modes.
Bugnet captures both client crashes and server errors, so you have visibility across the whole system. So for an online game, monitor both: client crashes for the device-side failures affecting individual players, and server errors for the backend failures that can take everyone down, since they're different problems with different blast radii.
Client crashes happen on players' devices (affecting individuals, captured from the field); server errors happen on your backend (potentially affecting everyone, captured from production). Online games must monitor both.