Quick answer: Watch for a high or unknown crash rate, unresolved game-breakers, crashes in the early experience, and not having tested real devices or set up monitoring. Shipping unstable risks a bad launch.
Shipping a game that isn't stable enough risks a bad launch that's hard to recover from. Here are the signs your game is not stable enough to ship.
A High or Unknown Crash Rate
A sign is a high crash rate, or worse, an unknown one (no crash reporting, so you can't tell how stable the game is). Shipping with a high or unknown crash rate means shipping instability or shipping blind, both risky, you should know your crash rate (and have it low) before shipping.
Bugnet captures crashes from the field, so you can know your crash rate before shipping. A high or unknown crash rate is a sign you're not stable enough to ship, and capturing crashes (during testing and soft launch) is how you know your stability, shipping blind (no crash reporting, unknown crash rate) is itself a sign of not being ready, since you can't confirm the game is stable enough.
Unresolved Game-Breaking Bugs
A sign is unresolved game-breaking bugs, crashes on critical paths, progression blockers, lost-progress bugs, that you haven't fixed. Shipping with game-breakers means every player who hits them is blocked or harmed, doing maximum damage at launch, so game-breakers should be resolved before shipping.
Bugnet ranks issues by impact, so unresolved game-breakers surface as high-impact. Unresolved game-breaking bugs are a sign you're not stable enough to ship, and capturing crashes with impact ranking (surfacing the high-impact, critical-path issues) helps you identify the game-breakers to resolve before shipping, since shipping with them means hitting many players with severe problems at launch.
Crashes in the Early Experience and No Monitoring Set Up
Signs include crashes in the early experience (the first session every player hits, where instability does the most damage) and not having set up monitoring before shipping (so you'd be blind at launch). Both indicate unreadiness, the early experience should be stable, and monitoring should be live before you ship.
Bugnet captures early-experience crashes and provides monitoring, both needed before shipping. Crashes in the early experience and no monitoring set up are signs you're not ready to ship, the early experience (which every player hits at launch) should be stable, and monitoring should be live before shipping (to catch problems fast at launch), so unresolved early crashes and missing monitoring are signs to address before you ship.
Watch for a high or unknown crash rate, unresolved game-breakers, crashes in the early experience, and not having tested real devices or set up monitoring. Shipping unstable risks a bad launch.