Quick answer: Test before release, gate on stability so an obviously-worse build does not ship, use staged rollouts to catch bad builds on a small group, and monitor per version to catch them fast, you cannot guarantee a perfect build, but you can catch bad ones early.
A bad build, one that is worse than what it replaced, happens to everyone. Here are the best ways to prevent bad builds from reaching players.
Test Before Release
Prevent bad builds by testing before release, especially the changed areas and on real devices, so obvious problems are caught before shipping. New code is the least-tested, so testing catches the worst issues before players hit them.
Bugnet catches the bad builds that slip through testing (per version), so even after testing, a build that reached players with problems surfaces fast with the context to fix it.
Gate on Stability and Use Staged Rollouts
Prevent bad builds from going wide by gating on stability (not shipping a build obviously worse than the last) and using staged rollouts (catching a bad build on a small group before everyone). These catch bad builds before they reach all players.
Bugnet tracks crash rate per version, so you can gate by comparing builds and monitor staged rollouts, catching a bad build before it ships wide or on the small rollout group.
Monitor Per Version to Catch Bad Builds Fast
Prevent a bad build from spreading by monitoring per version after release with alerts, so if one ships, it is caught within minutes (the crash rate spiking on the new build) and you can roll back or fix before it spreads. Fast detection limits a bad build's reach.
Bugnet tracks crash rate per version and alerts on spikes, so a bad build is caught within minutes of shipping, letting you roll back or fix before it reaches most players.
Prevent bad builds from reaching players by testing before release, gating on stability, using staged rollouts, and monitoring per version to catch them fast. You can't guarantee a perfect build, but you can catch bad ones early.