Quick answer: Check per-version data to confirm the build is worse and see what it broke, then roll back to the last good build if broadly broken or hotfix specific issues, and verify per version that stability returns.

Shipping a bad build, one that's worse than what it replaced, happens to everyone. The key is confirming it fast, reversing it, and learning to catch it earlier next time. Here is what to do when you ship a bad build.

Confirm the Build Is Bad via Per-Version Data

First confirm the build is actually worse: compare it against the previous version. Check crash rate and new crashes per version, if the new build's crash rate jumped or new crashes appeared that weren't there before, the build is bad and you can see exactly what it broke.

Bugnet tracks crash rate and crashes per version, so you can confirm a bad build by comparing it against the previous one, the new build's crash rate up, new crashes present. That comparison both confirms the build is bad and shows what it broke, turning a suspicion into a clear picture of the regression.

Roll Back or Hotfix Based on Severity

Decide how to reverse it: if the build is broadly broken (many issues, high crash rate), roll back to the last good build, the fastest way to restore players to a working state. If it broke one or two specific things you can fix fast, hotfix those. Severity and fix speed determine which.

Bugnet's per-version data and full context inform the choice, showing how broadly the build broke things (roll back) or pinpointing specific issues (hotfix). Knowing the build's damage (how many issues, how severe) tells you whether rolling back or hotfixing is faster, and the captured context lets you execute either, then confirm it worked.

Verify Recovery and Tighten Your Process

After reversing, verify per version that stability returned, the rollback restoring the previous crash rate, or the hotfix dropping the new crashes. Then tighten your process: monitor per version after release and gate on stability, so the next bad build is caught before or right after shipping, not after damage.

Bugnet tracks per version, so you can confirm recovery (stability back to the good build's level) and set up per-version monitoring with alerts to catch the next bad build fast. This turns one bad build into a process improvement, you verify the recovery and add the per-version monitoring that catches future bad builds within minutes of shipping.

When you ship a bad build, confirm it's worse via per-version comparison, roll back if broadly broken or hotfix specific issues, and verify recovery per version. Then monitor per version and gate releases to catch the next one early.