Quick answer: To triage bugs: gather them in one place, assess each by severity and impact, then prioritize what to fix now, later, or never, focusing your time on what matters most.
Triage turns a pile of bugs into a prioritized plan. These are the steps to triage effectively.
Step 1: Gather the Bugs in One Place
Start by getting all your bugs into one place: crashes, player reports, and issues from testing, collected and deduplicated so the same issue is not scattered across many entries. You cannot triage what is spread across channels and duplicated, so consolidation is the first step.
Bugnet does this automatically: it captures crashes and player reports into one place and groups duplicates by signature, so your bugs arrive consolidated and deduplicated, ready to triage, rather than scattered across Discord, reviews, and email.
Step 2: Assess Severity and Impact
Next, assess each bug on two dimensions: severity (how bad, a crash or progression blocker versus a cosmetic glitch) and impact (how many players it affects). Severity you can judge from the bug; impact you need data for. Together they tell you how much each bug matters.
Bugnet provides the impact dimension that triage usually lacks: it ranks crashes by how many players each affects, so when you assess your bugs, you know not just how severe each is but how widespread, giving triage both dimensions instead of severity guessed in isolation.
Step 3: Prioritize and Decide
Finally, prioritize: fix the high-severity, high-impact bugs first, schedule the medium ones, and defer or drop the trivial ones. The output of triage is a clear decision for each bug, what to fix now, later, or never, so your work goes to what matters most.
Bugnet presents bugs already impact-ranked, so prioritization is fast: the worst issues are at the top, and you can decide what to fix now versus defer based on real impact, making a regular triage routine quick and grounded in data rather than guesswork.
To triage bugs: gather them in one place, assess each by severity and impact, then prioritize what to fix now, later, or never, focusing your limited time on the bugs that affect the most players.